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2008 IEEE Symposium on Interactive Ray Tracing

9-10 Aug. 2008

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Displaying Results 1 - 25 of 55
  • [Title page]

    Publication Year: 2008, Page(s): i
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  • [Copyright notice]

    Publication Year: 2008, Page(s): ii
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  • Contents

    Publication Year: 2008, Page(s):iii - v
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  • Corporate supporters

    Publication Year: 2008, Page(s): vi
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  • Message from the Chairs

    Publication Year: 2008, Page(s): vii
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  • IEEE Visualization and Graphics Technical Committee (VGTC)

    Publication Year: 2008, Page(s): viii
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  • Conference committee

    Publication Year: 2008, Page(s): ix
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  • Portable software development for multi-core processors, many-core accelerators, and heterogeneous architectures

    Publication Year: 2008, Page(s): x
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  • Ray tracing: Strengths and opportunities

    Publication Year: 2008, Page(s): xi
    Cited by:  Papers (1)
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  • [Blank page]

    Publication Year: 2008, Page(s): xii
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  • Papers

    Publication Year: 2008, Page(s): xiii
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  • [Blank page]

    Publication Year: 2008, Page(s): xiv
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  • Ray-specialized acceleration structures for ray tracing

    Publication Year: 2008, Page(s):3 - 10
    Cited by:  Papers (3)  |  Patents (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (505 KB) | HTML iconHTML

    The key to efficient ray tracing is the use of effective acceleration data structures. Traditionally, acceleration structures have been constructed under the assumption that rays approach from any direction with equal probability. However, we observe that for any particular frame the system has significant knowledge about the rays, especially eye rays and hard/soft shadow rays. In this paper we de... View full abstract»

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  • Adaptive acceleration structures in perspective space

    Publication Year: 2008, Page(s):11 - 17
    Cited by:  Papers (3)  |  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (734 KB) | HTML iconHTML

    Traversal efficiency of ray tracing acceleration structures can be improved by specializing them, each frame, for the rays that are traced in that frame. A companion paper to this one demonstrates that extremely high traversal performance for eye and hard shadow rays can be obtained by transforming rays and geometry with a perspective transform, then using a grid acceleration structure in the pers... View full abstract»

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  • [Blank page]

    Publication Year: 2008, Page(s): 18
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  • Raytracing prefiltered occlusion for aggregate geometry

    Publication Year: 2008, Page(s):19 - 26
    Cited by:  Papers (4)  |  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (6113 KB) | HTML iconHTML Multimedia Media

    We prefilter occlusion of aggregate geometry, e.g., foliage or hair, storing local occlusion as a directional opacity in each node of a bounding volume hierarchy (BVH). During intersection, we terminate rays early at BVH nodes based on ray differential, and composite the stored opacities. This makes intersection cost independent of geometric complexity for rays with large differentials, and simult... View full abstract»

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  • Row tracing using hierarchical occlusion maps

    Publication Year: 2008, Page(s):27 - 34
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3558 KB) | HTML iconHTML

    A new rendering method that ray traces an entire row of the image at a time is introduced. This moves some of the ray tracing computations into a simplified 1D domain and reduces the memory requirements considerably. Visibility determination is performed efficiently using hierarchical occlusion maps and provides faster renderings than packet ray tracing in general and OpenGL for large scenes. In a... View full abstract»

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  • Multi bounding volume hierarchies

    Publication Year: 2008, Page(s):35 - 40
    Cited by:  Papers (4)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1736 KB) | HTML iconHTML

    Efficient tracing of single and incoherent rays is still a challenge in computer graphics. Coherent packet tracing has reached real-time performance, but ray packets bring about restrictions for the architecture of the renderer and their suitability for diverging secondary ray bundles is uncertain. The algorithm presented in this paper avoids these problems by not using ray packets at all. Instead... View full abstract»

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  • Large ray packets for real-time Whitted ray tracing

    Publication Year: 2008, Page(s):41 - 48
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2482 KB) | HTML iconHTML

    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 fru... View full abstract»

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  • Getting rid of packets - Efficient SIMD single-ray traversal using multi-branching BVHs -

    Publication Year: 2008, Page(s):49 - 57
    Cited by:  Papers (5)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (14648 KB) | HTML iconHTML

    While contemporary approaches to SIMD ray tracing typically rely on traversing packets of coherent rays through a binary data structure, we instead evaluate the alternative of traversing individual rays through a bounding volume hierarchy with a branching factor of 16. Though obviously less efficient than high-performance packet techniques for primary rays, we demonstrate that for less coherent se... View full abstract»

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  • [Blank page]

    Publication Year: 2008, Page(s): 58
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  • Coherent ray tracing via stream filtering

    Publication Year: 2008, Page(s):59 - 66
    Cited by:  Papers (7)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (7732 KB) | HTML iconHTML

    We introduce an approach to coherent ray tracing based on a new stream filtering algorithm. This algorithm, which is motivated by breadth-first ray traversal and elimination of inactive ray elements, exploits the coherence exhibited by processing arbitrarily-sized groups of rays in SIMD fashion. These groups are processed by a series of filters that partition rays into active and inactive subsets ... View full abstract»

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  • Improving Kd-tree quality at a reasonable construction cost

    Publication Year: 2008, Page(s):67 - 72
    Cited by:  Papers (1)  |  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2437 KB) | HTML iconHTML

    We consider construction of high-quality kd-tree and investigate the effect of techniques based on perfect splits. The main idea of perfect splits is clipping of objects straddling the splitting planes during the construction. This effectively results in reducing the number of references in leaves while also generating new potential split positions. We derive an efficient algorithm for triangle cl... View full abstract»

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  • Tree rotations for improving bounding volume hierarchies

    Publication Year: 2008, Page(s):73 - 76
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2230 KB) | HTML iconHTML

    Current top-down algorithms for constructing bounding volume hierarchies (BVHs) using the surface area heuristic (SAH) rely on an estimate of the cost of the potential subtrees to determine how to partition the primitives. After a tree has been fully built, however, the true cost value at each node can be computed. We present two related algorithms that use this information to reduce the treepsila... View full abstract»

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  • Corrections to the surface area metric with respect to mail-boxing

    Publication Year: 2008, Page(s):77 - 80
    Cited by:  Papers (1)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2432 KB) | HTML iconHTML

    The surface area heuristic is the standard method for producing high quality acceleration structures for ray-tracing. High quality acceleration structures minimize per-ray costs for ray-tracing and thus rendering times. However, the metric used by the surface area heuristic makes several assumptions that do not hold in practice. Much work has been done to analyze these assumptions and provide a mo... View full abstract»

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