Interactive ray tracing

Abstract
We examine a rendering system that interactively ray traces an im- age on a conventional multiprocessor. The implementation is "brute force" in that it explicitly traces rays through every screen pixel, yet pays careful attention to system resources for acceleration. The de- sign of the system is described, along with issues related to material models, lighting and shadows, and frameless rendering. The system is demonstrated for several different types of input scenes.

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