Interactive k-d tree GPU raytracing
By Daniel Reiter Horn, Jeremy Sugerman, M. Houston, P. Hanrahan. SI3D, 2007
301 citations recorded by the source corpus.
Subfields: Computational Mechanics, Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition
View Paper: https://www.semanticscholar.org/paper/cd1dd45dcee7c44a513befd3e00b6dfc3b34ee95
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computational Mechanics
In Computer Graphics and Computer-Aided Design
- David P. Luebke
- Christopher E. Peters
- Sara de Freitas
- Fotis Liarokapis
- Panagiotis Petridis
- Eike Falk Anderson
- Leigh McLoughlin
In Computer Vision and Pattern Recognition
- David P. Luebke
- Christopher E. Peters
- Sara de Freitas
- Fotis Liarokapis
- Panagiotis Petridis
- Eike Falk Anderson
- Leigh McLoughlin
Citations in the corpus
- The Design and Applications of High-Performance Ray-Tracing Simulation Platform for 5G and Beyond Wireless Communications: A Tutorial (2019, unknown): “Recently, parallel multi-core GPU-based RL algorithms have been proposed [150]–[152].”
- OptiX: a general purpose ray tracing engine (2010, background): “On the other hand, several researchers have shown how to map ray tracing algorithms efficiently to GPUs and the NVIDIA® CUDA™ architecture [Aila and Laine 2009; Horn et al. 2007; Popov et al. 2007], but these systems have focused on performance rather than flexibility.”
- Developing serious games for cultural heritage: a state-of-the-art review (2010, background): “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.”