Large ray packets for real-time Whitted ray tracing
Overbeck, R.
Ramamoorthi, R.
Mark, W.R.
Columbia Univ., New York, NY;
This paper appears in: Interactive Ray Tracing, 2008. RT 2008. IEEE Symposium on
Publication Date: 9-10 Aug. 2008
On page(s): 41-48
Location: Los Angeles, CA,
ISBN: 978-1-4244-2741-3
INSPEC Accession Number: 10365029
Digital Object Identifier: 10.1109/RT.2008.4634619
Current Version Published: 2008-09-26
Abstract
In this paper, we explore large ray packet algorithms for acceleration structure traversal and frustum culling in the context of Whitted ray tracing, and examine how these methods respond to varying ray packet size, scene complexity, and ray recursion complexity. We offer a new algorithm for acceleration structure traversal which is robust to degrading coherence and a new method for generating frustum bounds around reflection and refraction ray packets. We compare, adjust, and finally compose the most effective algorithms into a real-time Whitted ray tracer. With the aid of multi-core CPU technology, our system renders complex scenes with reflections, refractions, and/or point-light shadows anywhere from 4-20 FPS.
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