Interactive 3D Graphics today is almost entirely dominated by triangle rasterization, which however becomes increasingly problematic with respect to therewith achievable image quality. An alternative to triangle rasterization is ray tracing, which is generally known for its superior image quality, but due to its high computational demands is usually perceived to be incompatible with interactivity. This thesis presents several new techniques that finally allow for achieving realtime ray tracing performance on PCs and PC clusters. In particular, this also finally allows for computing global illumination at interactive rates.
Print ISSN: 1611-2776
Volume: 48, 04/2006
Pages: 242 - 245