Incoherent ray tracing on GPU

1Citations
Citations of this article
10Readers
Mendeley users who have this article in their library.
Get full text

Abstract

Tracing secondary rays, such as reflection, refraction and shadow rays, can often be the most costly step in a modern real-time ray tracer. In this paper, we propose a new approach to ray tracing on GPU. Our approach is especially efficient for incoherent rays. Combined with the common packets ray tracing, we propose a different data-parallel approach to ray tracing on GPU, in which individual ray intersect with k different nodes/triangles in the same operation. Besides, we add some additional information in the construction of acceleration structure, and propose a new approach to travel the acceleration structure. Our acceleration structure needn't collapse, so it could be built very efficiently, which is promising for dynamic scenes. Despite this approach is slower for primary rays, but demonstrate that it performs better than those techniques as soon as incoherent rays are considered. © 2010 ACADEMY PUBLISHER.

Author supplied keywords

Cite

CITATION STYLE

APA

Yang, X., Xu, D. qing, & Zhao, L. (2010). Incoherent ray tracing on GPU. Journal of Multimedia, 5(3), 259–267. https://doi.org/10.4304/jmm.5.3.259-267

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free