Academic literature on the topic 'Real-time ray tracing'

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Journal articles on the topic "Real-time ray tracing"

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Deng, Yangdong, Yufei Ni, Zonghui Li, Shuai Mu, and Wenjun Zhang. "Toward Real-Time Ray Tracing." ACM Computing Surveys 50, no. 4 (November 8, 2017): 1–41. http://dx.doi.org/10.1145/3104067.

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Yoon, Hyung-Min, Byoung-Ok Lee, Cheol-Ho Cheong, Jin-Suk Hur, Sang-Gon Kim, Woo-Nam Chung, Yong-Ho Lee, and Woo-Chan Park. "Real-time Ray-tracing Chip Architecture." IEIE Transactions on Smart Processing and Computing 4, no. 2 (April 30, 2015): 65–70. http://dx.doi.org/10.5573/ieiespc.2015.4.2.065.

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Park, Jeong-soo, Woo-chan Park, Jae-Ho Nah, and Tack-don Han. "Node pre-fetching architecture for real-time ray tracing." IEICE Electronics Express 10, no. 14 (2013): 20130468. http://dx.doi.org/10.1587/elex.10.20130468.

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Weier, Martin, Thorsten Roth, Ernst Kruijff, André Hinkenjann, Arsène Pérard-Gayot, Philipp Slusallek, and Yongmin Li. "Foveated Real-Time Ray Tracing for Head-Mounted Displays." Computer Graphics Forum 35, no. 7 (October 2016): 289–98. http://dx.doi.org/10.1111/cgf.13026.

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Heinrich, H., P. Ziegenhein, C. P. Kamerling, H. Froening, and U. Oelfke. "GPU-accelerated ray-tracing for real-time treatment planning." Journal of Physics: Conference Series 489 (March 24, 2014): 012050. http://dx.doi.org/10.1088/1742-6596/489/1/012050.

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Casalino, Giuseppe, Andrea Caiti, Alessio Turetta, and Enrico Simetti. "RT2: real-time ray-tracing for underwater range evaluation." Intelligent Service Robotics 4, no. 4 (June 25, 2011): 259–70. http://dx.doi.org/10.1007/s11370-011-0093-8.

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Zeng, Zheng, Shiqiu Liu, Jinglei Yang, Lu Wang, and Ling‐Qi Yan. "Temporally Reliable Motion Vectors for Real‐time Ray Tracing." Computer Graphics Forum 40, no. 2 (May 2021): 79–90. http://dx.doi.org/10.1111/cgf.142616.

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Schmittler, Jörg, Alexander Leidinger, and Philipp Slusallek. "A virtual memory architecture for real-time ray tracing hardware." Computers & Graphics 27, no. 5 (October 2003): 693–99. http://dx.doi.org/10.1016/s0097-8493(03)00142-0.

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Spjut, J., A. Kensler, D. Kopta, and E. Brunvand. "TRaX: A Multicore Hardware Architecture for Real-Time Ray Tracing." IEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems 28, no. 12 (December 2009): 1802–15. http://dx.doi.org/10.1109/tcad.2009.2028981.

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Singh, J. M., and P. J. Narayanan. "Real-Time Ray Tracing of Implicit Surfaces on the GPU." IEEE Transactions on Visualization and Computer Graphics 16, no. 2 (March 2010): 261–72. http://dx.doi.org/10.1109/tvcg.2009.41.

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Dissertations / Theses on the topic "Real-time ray tracing"

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Huss, Niklas. "Real Time Ray Tracing." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-9207.

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Ray tracing has for a long time been used to create photo realistic images, but due to complex calculations done per pixel and slow hardware, the time to render a frame has been counted in hours or even days and this can be drawback if a change of a scene cannot be seen instantly. When ray tracing a frame takes less than a second to render we call it “real time ray tracing” or “interactive ray tracing” and many solutions have been developed and some involves distributing the computation to different computers interconnected in a very fast network (100 Mbit or higher). There are some drawbacks with this approach because most people do not have more than one computer and if they have, the computers are most likely not connected to each other. Since the hardware of today is fast enough to render a pretty complex image within minutes it should be possible to achieve real time ray tracing by combining many different methods that has been developed and reduce the render time. This work will examine what has to be sacrificed in image quality and complexity of static scenes, in order to achieve real time frame rate with ray tracing on a single computer. Some of the methods that will be covered in this work are frame optimizations, secondary rays optimization, hierarchies, culling, shadow caching, and sub sampling.
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Perales, Remigio. "Parallel ray tracing for real time animation." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/36961.

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Enfeldt, Viktor. "Real-Time Ray Tracing With Polarization Parameters." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19667.

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Background. The real-time renderers used in video games and similar graphics applications do not model the polarization aspect of light. Polarization parameters have previously been incorporated in some offline ray-traced renderers to simulate polarizing filters and various optical effects. As ray tracing is becoming more and more prevalent in real-time renderers, these polarization techniques could potentially be used to simulate polarization and its optical effects in real-time applications as well. Objectives. This thesis aims to determine if an existing polarization technique from offline renderers is, from a performance standpoint, viable to use in real-time ray-traced applications to simulate polarizing filters, or if further optimizations and simplifications would be needed. Methods. Three ray-traced renderers were implemented using the DirectX RayTracing API: one polarization-less Baseline version; one Polarization version using an existing polarization technique; and one optimized Hybrid version, which is a combination of the other two. Their performance was measured and compared in terms of frametimes and VRAM usage in three different scenes and with five different ray counts. Results. The Polarization renderer is ca. 30% slower than the Baseline in the two more complex scenes, and the Hybrid version is around 5–15% slower than the Baseline in all tested scenes. The VRAM usage of the Polarization version was higher than the Baseline one in the tests with higher ray counts, but only by negligible amounts. Conclusions.  The Hybrid version has the potential to be used in real-time applications where high frame rates are important, but not paramount (such as the commonly featured photo modes in video games). The performance impact of the Polarization renderer's implementation is greater, but it could potentially be used as well. Due to limitations in the measurement process and the scale of the test application, no conclusions could be made about the implementations' impact on VRAM usage.
Bakgrund. Realtidsrenderarna som används i videospel och liknande grafikapplikationer simulerar inte ljusets polarisering. Polariseringsinformation har tidigare implementerats i vissa stålföljningsbaserade (ray-traced) offline-renderare för att simulera polariseringsfilter och diverse optiska effekter. Eftersom strålföljning har blivit allt vanligare i realtidsrenderare så kan dessa polariseringstekniker potentiellt också användas för att simulera polarisering och dess optiska effekter i sådana program. Syfte. Syftet med denna rapport är att avgöra om en befintlig polariseringsteknik från offline-renderare, från en prestandasynpunkt, är lämplig att använda för att simulera polariseringsfilter i stålföljningsbaserade realtidsapplikationer, eller om ytterligare optimeringar och förenklingar behövs. Metod. DirectX RayTracing API:et har använts för att implementera tre stålföljningsbaserade realtidsrenderare: en polarisationsfri Baseline-version; en Polarization-version med en befintlig polariseringsteknik; och en optimerad Hybrid-version, som är en kombination av de andra två. Deras prestanda mättes och jämfördes med avseende på frametime och VRAM-användning i tre olika scener och med fem olika antal strålar per pixel. Resultat. Polarization-versionen är ca 30% långsammare än Baseline-versionen i de två mest komplexa scenerna, och Hybrid-versionen är ca 5–15% långsammare än Baseline-versionen i alla testade scener. Polarization-versionens VRAM-användningen var högre än Baseline-versions i testerna med högre strålantal, men endast med försumbara mängder. Slutsatser. Hybrid-versionen har potential att användas i realtidsapplikationer där höga bildhastigheter är viktiga, men inte absolut nödvändiga (exempelvis de vanligt förekommande fotolägena i videospel). Polarization-versionens implementation hade sämre prestanda, men även den skulle potentiellt kunna användas i sådana applikationer. På grund av mätprocessens begränsningar och testapplikationens omfattning så kunde inga slutsatser dras gällande implementeringarnas påverkan på VRAM-användning.
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Andersson, Filip Lars Roland. "Real-Time Ray Tracing on the Cell Processor." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-95303.

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The first ray casting algorithm was introduced as early as 1966 and was followed by the first ray tracing algorithm in 1979. Since then many revisions to both these algorithms have been presented along with the strong development of computer processors. For a very long time both ray casting and ray tracing were associated with rendering of single images. One single image could take several hours to compute and to date still can for very complex scenes. Only during the last few years have attempts to write algorithms for real time been made. This thesis focuses on the question of how a real time ray caster can be mapped on the Cell Broadband Engine Architecture. It addresses the development of a ray caster on a single unit processor and then goes through the steps on how to rewrite an application to exploit the full potential of the cell broadband engine. This includes identifying the compute intensive parts of the application and parallelizing these over all the available elements in the cell architecture.
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Wrigley, Adrian Martin Thomas. "Real-time ray tracing on a novel HDTV framestore." Thesis, University of Cambridge, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.318420.

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Erik, Liljeqvist. "Evaluating a CPU/GPU Implementation for Real-Time Ray Tracing." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-35768.

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Norgren, David. "Implementing and Evaluating CPU/GPU Real-Time Ray Tracing Solutions." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-32076.

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Ray tracing is a popular algorithm used to simulate the behavior of light and is commonly used to render images with high levels of visual realism. Modern multicore CPUs and many-core GPUs can take advantage of the parallel nature of ray tracing to accelerate the rendering process and produce new images in real-time. For non-specialized hardware however, such implementations are often limited to low screen resolutions, simple scene geometry and basic graphical effects. In this work, a C++ framework was created to investigate how the ray tracing algorithm can be implemented and accelerated on the CPU and GPU, respectively. The framework is capable of utilizing two third-party ray tracing libraries, Intel’s Embree and NVIDIA’s OptiX, to ray trace various 3D scenes. The framework also supports several effects for added realism, a user controlled camera and triangle meshes with different materials and textures. In addition, a hybrid ray tracing solution is explored, running both libraries simultaneously to render subsections of the screen. Benchmarks performed on a high-end CPU and GPU are finally presented for various scenes and effects. Throughout these results, OptiX on a Titan X performed better by a factor of 2-4 compared to Embree running on an 8-core hyperthreaded CPU within the same price range. Due to this imbalance of the CPU and GPU along with possible interferences between the libraries, the hybrid solution did not give a significant speedup, but created possibilities for future research.
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Poulsen, Henrik. "Potential of GPU Based Hybrid Ray Tracing For Real-Time Games." Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3488.

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The development of Graphics Hardware Technology is blazing fast, with new and more improved models, that out spec the previous generations with leaps and bounds, before one has the time to digest the potential of the previous generations computing power. With the progression of this technology the computer games industry has always been quick to adapt this new power and all the features that emerge as the graphic card industry learn what the customers need from their products. The current generations of games use extraordinary visual effects to heighten the immersion into the games, all of which is thanks to the constant progress of the graphics hardware, which would have been an impossibility just a couple of years ago. Ray tracing has been used for years in the movie industry for creation of stunning special effects and whole movies completely made in 3D. This technique for giving realistic imagery has always been for usage exclusively for non-interactive entertainment, since this way of rendering an image is extremely expensive when it comes to computations. To generate one single image with Ray Tracing you might need several hundred millions of calculations, which so far haven’t been proven to work in real-time situations, such as for games. However, due to the continuous increase of processing power in Graphical Processing Units, GPUs, the limits of what can, and cannot, be done in real-time is constantly shifting further and further into the realm of possibility. So this thesis focuses upon finding out just how close we are to getting ray tracing into the realm of real-time games. Two tests were performed to find out the potential a current (2009) high-end computer system has when it comes to handling a raster - ray tracing hybrid implementation. The first test is to see how well a modern GPU handles rendering of a very simple scene with phong shading and ray traced shadows without any optimizations. And the second test is with the same scenario, but this time done with a basic optimization; this last test is to illustrate the impact that possible optimizations have on ray tracers. These tests were later compared to Intel’s results with ray tracing Enemy Territory: Quake Wars.
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Urra, Rodrigo A. "Scalable ray tracing with multiple GPGPUs /." Online version of thesis, 2009. http://hdl.handle.net/1850/8705.

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Säll, Martin, and Fredrik Cronqvist. "Real-time generation of kd-trees for ray tracing using DirectX 11." Thesis, Blekinge Tekniska Högskola, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15321.

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Context. Ray tracing has always been a simple but effective way to create a photorealistic scene but at a greater cost when expanding the scene. Recent improvements in GPU and CPU hardware have made ray tracing faster, making more complex scenes possible with the same amount of time needed to process the scene. Despite the improvements in hardware ray tracing is still rarely run at a interactive speed. Objectives. The aim of this experiment was to implement a new kdtree generation algorithm using DirectX 11 compute shaders. Methods. The implementation created during the experiment was tested using two platforms and five scenarios where the generation time for the kd-tree was measured in milliseconds. The results where compared to a sequential implementation running on the CPU. Results. In the end the kd-tree generation algorithm implemented did not run within our definition of real-time. Comparing the generation times from the implementations shows that there is a speedup for the GPU implementation compared to our CPU implementation, it also shows linear scaling for the generation time as the number of triangles in the scene increase. Conclusions. Noticeable limitations encountered during the experiment was that the handling of dynamic structures and sorting of arrays are limited which forced us to use less memory efficient solutions.
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Books on the topic "Real-time ray tracing"

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Haines, Eric. Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs. Berkeley, CA: Springer Nature, 2019.

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Haines, Eric, and Tomas Akenine-Möller. Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs. Apress, 2019.

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Book chapters on the topic "Real-time ray tracing"

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Smal, Niklas, and Maksim Aizenshtein. "Real-Time Global Illumination with Photon Mapping." In Ray Tracing Gems, 409–36. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_24.

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Barré-Brisebois, Colin, Henrik Halén, Graham Wihlidal, Andrew Lauritzen, Jasper Bekkers, Tomasz Stachowiak, and Johan Andersson. "Hybrid Rendering for Real-Time Ray Tracing." In Ray Tracing Gems, 437–73. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_25.

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Yang, Xueqing, and Yaobin Ouyang. "Real-Time Ray Traced Caustics." In Ray Tracing Gems II, 469–97. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7185-8_30.

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Boksansky, Jakub, Michael Wimmer, and Jiri Bittner. "Ray Traced Shadows: Maintaining Real-Time Frame Rates." In Ray Tracing Gems, 159–82. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_13.

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Hirvonen, Antti, Atte Seppälä, Maksim Aizenshtein, and Niklas Smal. "Accurate Real-Time Specular Reflections with Radiance Caching." In Ray Tracing Gems, 571–607. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_32.

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da Silva, Vinícius, Tiago Novello, Hélio Lopes, and Luiz Velho. "Real-Time Rendering of Complex Fractals." In Ray Tracing Gems II, 529–44. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7185-8_33.

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“Tanki” Zhang, Tianyi. "Handling Translucency with Real-Time Ray Tracing." In Ray Tracing Gems II, 127–38. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7185-8_11.

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Akenine-Möller, Tomas, Jim Nilsson, Magnus Andersson, Colin Barré-Brisebois, Robert Toth, and Tero Karras. "Texture Level of Detail Strategies for Real-Time Ray Tracing." In Ray Tracing Gems, 321–45. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_20.

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Liu, Edward, Ignacio Llamas, Juan Cañada, and Patrick Kelly. "Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising." In Ray Tracing Gems, 289–319. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_19.

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Shih, Min, Yung-Feng Chiu, Ying-Chieh Chen, and Chun-Fa Chang. "Real-Time Ray Tracing with CUDA." In Algorithms and Architectures for Parallel Processing, 327–37. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03095-6_32.

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Conference papers on the topic "Real-time ray tracing"

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Overbeck, Ryan, Ravi Ramamoorthi, and William R. Mark. "Large ray packets for real-time Whitted ray tracing." In 2008 IEEE Symposium on Interactive Ray Tracing (RT). IEEE, 2008. http://dx.doi.org/10.1109/rt.2008.4634619.

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Slusallek, Philipp, Peter Shirley, William Mark, Gordon Stoll, and Ingo Wald. "Introduction to real-time ray tracing." In ACM SIGGRAPH 2005 Courses. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1198555.1198740.

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McGuire, Morgan, Peter Shirley, and Chris Wyman. "Introduction to real-time ray tracing." In SIGGRAPH '19: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3305366.3328047.

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Bikker, Jacco. "Real-time Ray Tracing through the Eyes of a Game Developer." In 2007 IEEE Symposium on Interactive Ray Tracing. IEEE, 2007. http://dx.doi.org/10.1109/rt.2007.4342583.

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Bikker, Jacco. "Real-time Ray Tracing through the Eyes of a Game Developer." In 2007 IEEE Symposium on Interactive Ray Tracing. IEEE, 2007. http://dx.doi.org/10.1109/rt.2007.4342584.

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Es, Alphan, and Veysi Isler. "GPU based real time stereoscopic ray tracing." In 2007 22nd international symposium on computer and information sciences. IEEE, 2007. http://dx.doi.org/10.1109/iscis.2007.4456867.

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Silvestre, Andre, Joao Pereira, and Vasco Costa. "A Real-Time Terrain Ray-Tracing Engine." In 2018 International Conference on Graphics and Interaction (ICGI). IEEE, 2018. http://dx.doi.org/10.1109/itcgi.2018.8602735.

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Santos, Artur Lira Dos, Diego Lemos, Jorge Eduardo Falcao Lindoso, and Veronica Teichrieb. "Real Time Ray Tracing for Augmented Reality." In 2012 14th Symposium on Virtual and Augmented Reality (SVR). IEEE, 2012. http://dx.doi.org/10.1109/svr.2012.8.

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Viitanen, Timo, Matias Koskela, Kalle Immonen, Markku Mäkitalo, Pekka Jääskeläinen, and Jarmo Takala. "Sparse Sampling for Real-time Ray Tracing." In International Conference on Computer Graphics Theory and Applications. SCITEPRESS - Science and Technology Publications, 2018. http://dx.doi.org/10.5220/0006655802950302.

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Gui, JiangHeng, and Min Li. "Real time ray tracing based on shader." In Ninth International Conference on Digital Image Processing (ICDIP 2017), edited by Charles M. Falco and Xudong Jiang. SPIE, 2017. http://dx.doi.org/10.1117/12.2281945.

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