The Ray Engine [article]

Nathan A. Carr, Jesse D. Hall, John C. Hart
2002 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware - HWWS '04  
Assisted by recent advances in programmable graphics hardware, fast rasterization-based techniques have made significant progress in photorealistic rendering, but still only render a subset of the effects possible with ray tracing. We are closing this gap with the implementation of ray-triangle intersection as a pixel shader on existing hardware. This GPU ray-intersection implementation reconfigures the geometry engine into a ray engine that efficiently intersects caches of rays for a wide
more » ... ty of host-based rendering tasks, including ray tracing, path tracing, form factor computation, photon mapping, subsurface scattering and general visibility processing.
doi:10.2312/eggh/eggh02/037-046 fatcat:ojlneegjhzahldtosc2htyhopy