The Ray Engine
Nathan A. Carr, Jesse D. Hall and John C. Hart
University of Illinois
Carr, Nathan A., Jesse D. Hall and John C. Hart. The Ray Engine. Proc. Graphics Hardware 2002, Sep. 2002.
Assisted by recent advances in programmable graphics hardware, fast rasterization-based techniques have made significant progress in photorealistic rendering, but still only render a subset of the effects possible with ray tracing. We are closing this gap with the implementation of ray-triangle intersection as a pixel shader on existing hardware. This GPU ray-intersection implementation reconfigures the geometry engine into a ray engine that efficiently intersects caches of rays for a wide variety of host-based rendering tasks, including ray tracing, path tracing, form factor computation, photon mapping, subsurface scattering and general visibility processing.