Ray tracing via GPU rasterization

Wei Hu*, Yangyu Huang, Fan Zhang, Guodong Yuan, Wei Li

*此作品的通讯作者

科研成果: 期刊稿件文章同行评审

19 引用 (Scopus)

摘要

Ray tracing is a dominant method for generating a wide variety of global illumination effects, such as reflections/refractions, shadows, etc. In this paper, we propose an efficient technique to perform nearly accurate ray tracing using the programmable graphics processor units (GPUs). With the aid of the linked-list A-buffer and the uniform voxel grid to represent scene geometry, the ray-scene intersection can be efficiently computed via the built-in rasterization on GPUs. Based on this novel ray-scene intersection technique, a new ray-tracing framework which supports various light transport algorithms is introduced, including Ray Casting, Whitted Ray tracing, Ambient Occlusion, Path Tracing, and so on. The experimental results demonstrate the accuracy and efficiency of our approach.

源语言英语
页(从-至)697-706
页数10
期刊Visual Computer
30
6-8
DOI
出版状态已出版 - 6月 2014
已对外发布

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