State of the Art in Interactive Ray Tracing
dc.contributor.author | Wald, Ingo | en_US |
dc.contributor.author | Slusallek, Philipp | en_US |
dc.date.accessioned | 2015-11-11T18:53:30Z | |
dc.date.available | 2015-11-11T18:53:30Z | |
dc.date.issued | 2001 | en_US |
dc.description.abstract | The term ray tracing is commonly associated with highly realistic images but certainly not with interactive graphics. However, with the increasing hardware resources of today, interactive ray tracing is becoming a reality and offers a number of benefits over the traditional rasterization pipeline. The goal of this report is to provide a better understanding of the potential and challenges of interactive ray tracing. We start with a review of the problems associated with rasterization based rendering and contrast this with the advantages offered by ray tracing. Next we discuss different approaches towards interactive ray tracing using techniques such as approximation, hybrid rendering, and direct optimization of the ray tracing algorithm itself. After a brief review of interactive ray tracing on supercomputers we describe implementations on standard PCs and clusters of networked PCs. This system improves ray tracing performance by more than an order of magnitude and outperforms even high-end graphics hardware for complex scenes up to tens of millions of polygons. Finally, we discuss recent research towards implementing ray tracing in hardware as an alternative to current graphics chips. This report ends with a discussion of the remaining challenges and and the future of ray tracing in interactive 3D graphics. | en_US |
dc.description.seriesinformation | Eurographics 2001 - STARs | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | https://doi.org/10.2312/egst.20011050 | en_US |
dc.publisher | Eurographics Association | en_US |
dc.title | State of the Art in Interactive Ray Tracing | en_US |
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