Parallel Divide and Conquer Ray Tracing
Parallel Divide and Conquer Ray Tracing (PDACRT) performs ray tracing without constructing any explicit acceleration structure. It runs entirely in parallel on the GPU using efficient parallel primitives. PDACRT is fast on primary and secondary rays, even on challenging scenes.
Srinath Ravichandran, International Institute of Information Technology, Hyderabad
P.J. Narayanan, International Institute of Information Technology, Hyderabad
Mining Effective Parallelism from Hidden Coherence for GPU Based Path Tracing
This paper extracts extra parallelism in Monte Carlo path tracing applications by identifying hidden coherence. First, perform a partial traversal in the fast on-chip memory of GPU, and then sort all paths by analyzing the traversal results. This approach has value and improves on previous work.
Tong Wang,Tsinghua University
Deng Yangdong,Tsinghua University
Ambient Obscurance Baking on the GPU
This paper describes a system that computes Ambient Obscurance (AO) over the vertices of complex polygon soup meshes. It efficiently handles instanced objects like trees and shrubs, and precomputes visibility information to compute AO for dynamic objects.
Peter-Pike Sloan, NVIDIA
Jason Tranchida, Bungie
Hao Chen, Bungie
Ladislav Kavan, University Of Pennsylvania