Ray Tracing on the Cell Processor
By Carsten Benthin, I. Wald, M. Scherbaum, Heiko Friedrich. 2006
142 citations recorded by the source corpus.
Subfields: Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition, Hardware and Architecture
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
- Christopher E. Peters
- P. Hanrahan
- Sara de Freitas
- Fotis Liarokapis
- Panagiotis Petridis
- M. Houston
- Eike Falk Anderson
- Leigh McLoughlin
In Computer Vision and Pattern Recognition
- Christopher E. Peters
- P. Hanrahan
- Sara de Freitas
- Fotis Liarokapis
- Panagiotis Petridis
- Eike Falk Anderson
- Leigh McLoughlin
- Jitendra Malik
In Hardware and Architecture
- Daniel Reiter Horn
- Christopher E. Peters
- P. Hanrahan
- Sara de Freitas
- Fotis Liarokapis
- Panagiotis Petridis
- M. Houston
- Eike Falk Anderson
Citations in the corpus
- Interactive k-d tree GPU raytracing (2007, methodology): “The Cell system from [Benthin et al. 2006] can issue 19.2 four-wide GInstr/s, about 62% the rate of our X1900 XTX, but casts 57.2 million primary rays per second compared to our 15.2 for similar renderings of the conference room scene.”
- 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. 2007; Shirley 2006), as well as fast ray-tracing now becoming possible on processors used in games consoles ( Benthin et al. 2006 ), rasterisation is currently still the standard technique f”