ACM SIGGRAPH 2005 Courses on - SIGGRAPH '05 2005
DOI: 10.1145/1198555.1198758
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Real-time rendering systems in 2010

Abstract: We present a case for future real-time rendering systems that support non-physically-correct global illumination techniques by using ray tracing visibility algorithms, by integrating scene management with rendering, and by executing on general-purpose single-chip parallel hardware (CMP's). We explain why this system design is desireable and why it is feasible. We also discuss some of the research questions that must be addressed before such a system can become practical.

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Cited by 7 publications
(4 citation statements)
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References 48 publications
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“…The first, embodied in the OpenRT interface [WBS02], argues that the interface between the rendering engine and application should be as similar as possible to the immediate mode APIs used in Z buffer systems such as OpenGL (and thus, ease the transition to ray tracing). The second, originally advocated by Mark and Fussell [MF05] and implemented in Razor [DHW*07] argues that it is necessary to thoroughly reconsider this interface for ray tracing systems and adopt an approach that more tightly couples the application's scene graph data structure to the ray tracing rendering engine.…”
Section: Overarching Tradeoffs For a Dynamic Ray Tracermentioning
confidence: 99%
“…The first, embodied in the OpenRT interface [WBS02], argues that the interface between the rendering engine and application should be as similar as possible to the immediate mode APIs used in Z buffer systems such as OpenGL (and thus, ease the transition to ray tracing). The second, originally advocated by Mark and Fussell [MF05] and implemented in Razor [DHW*07] argues that it is necessary to thoroughly reconsider this interface for ray tracing systems and adopt an approach that more tightly couples the application's scene graph data structure to the ray tracing rendering engine.…”
Section: Overarching Tradeoffs For a Dynamic Ray Tracermentioning
confidence: 99%
“…To accelerate rendering time, a variety of rendering methods [5] [6] [7] use accelerated data structures and parallelism offered by hardware. In the past, data structures and hardware have been developed separately; however in the near future it is expected that graphics hardware will migrate from z-buffer rendering towards directly incorporating scene data structures for ray tracing [8].…”
Section: Previous Workmentioning
confidence: 99%
“…More details about many of the ideas discussed in this article can be found in another article I wrote with Don Fussell in 2005. 4 The tendency of graphics hardware to become increasingly general until the temptation emerges to incorporate new specialized units has existed for a long time and was described in 1968 as the "wheel of reincarnation" by Myer and Sutherland. 5 The fundamental need for programmability in realtime graphics hardware, however, is much more important now than it was then.…”
Section: The Future Of Graphics Architecturesmentioning
confidence: 99%