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13: Interactive Ray-Tracing
Sunday, Half Day, 1:30 - 5 pm
Petree Hall D
Interactive
ray tracing is becoming practical, and it offers a number
of benefits over the traditional rasterization pipeline.
This course describes implementation and optimization
issues for ray tracing on hardware ranging from single
PCs to networked clusters and supercomputers. It also
reviews recent work to implement ray tracing in hardware
as an alternative to current graphics chips.
Prerequisites
This course is designed for anyone who is interested in
the future of highly realistic interactive graphics. For
best results, attendees should have a decent understanding
of the ray-tracing algorithm and the triangle rasterization
pipeline of current graphics hardware. Knowledge of distributed,
parallel, and SIMD processing is helpful but not required.
Topics
Brief review of the ray-tracing basics. Comparison of
ray tracing with the triangle rasterization pipeline.
Highly parallel ray tracing on supercomputers. Interactive
ray tracing on a PC. Optimizing ray shooting through image-based
rendering. Data structures and algorithms for dynamic
scenes. Different approaches to designing hardware architecture
for real-time ray tracing.
Organizer
Philipp Slusallek
Universität des Saarlandes
Lecturers
Steven Parker
Erik Reinhard
University of Utah
Hanspeter Pfister
Mitsubishi Electric Research Laboratory
Timothy Purcell
Stanford University
Philipp Slusallek
Universität des Saarlandes |
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