Ray tracing on programmable graphics hardware
By Timothy J. Purcell, Ian Buck, William R. Mark, P. Hanrahan. SIGGRAPH Courses, 2002
570 citations recorded by the source corpus.
Subfields: Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition
View Paper: https://www.semanticscholar.org/paper/02103155cc11f1401ff67235e911ebd7ab11823b
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Graphics and Computer-Aided Design
- Peter Shirley
- Christopher E. Peters
- I. Wald
- Rüdiger Westermann
- Sara de Freitas
- Fotis Liarokapis
- Panagiotis Petridis
- Jens Harald Krüger
In Computer Vision and Pattern Recognition
- Rui Tang
- Peter Shirley
- Christopher E. Peters
- I. Wald
- Rüdiger Westermann
- Sara de Freitas
- Wilson W. L. Fung
- Fotis Liarokapis
Citations in the corpus
- Structured3D: A Large Photo-realistic Dataset for Structured 3D Modeling (2019, methodology): “realistic 2D Rendering We have developed a photo-realistic renderer on top of Embree [23], an open-source collection of ray-tracing kernels for x86 CPUs. Our renderer uses the well-known path tracing [17] method, a Monte Carlo approach to approximating realistic Global Illumination (GI) for renderin”
- Linear algebra operators for GPU implementation of numerical algorithms (2003, methodology): “As a representative example for such algorithms, let us refer to [Purcell et al. 2002], where ray-tracing on programmable fragment processors was described.”
- Developing serious games for cultural heritage: a state-of-the-art review (2010, background): “Although the flexibility of modern GPUs can allow ray-tracing (Purcell et al. 2002) in real-time (Horn et al.”
- Ray Tracing on the Cell Processor (2006, background): “Today, there seems to be a convergence between CPUs and GPUs, with GPUs—already using the streaming compute model, SIMD, and multi-core—become increasingly programmable, and CPUs are getting equipped with more and more cores and streaming functionalities.”
- Ray tracing deformable scenes using dynamic bounding volume hierarchies (2007, background): “Interactive ray tracing has also been demonstrated on a variety of platforms including supercomputers [Parker 2002], FPGAs [Schmittler et al. 2002; Woop et al. 2005], GPUs [Purcell et al. 2002; Foley and Sugerman 2005; Carr et al. 2006], and the Cell [Minor et al. 2005].”
- Acceleration techniques for GPU-based volume rendering (2003, background): “Perhaps the most relevant discussion of contemporary and future graphics hardware and programming models that exploit these architectures can be found in [Purcell et al. 2002].”
- Dynamic Warp Formation and Scheduling for Efficient GPU Control Flow (2007, methodology): “Until recently, the dominant approach has been to extract more instruction level parallelism from a single thread through increasingly complex scheduling logic and larger caches.”