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References
Stefan Zellmann edited this page Jan 15, 2020
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Content of this page: References.
Note that the current version of Visionaray is an early preview. At this stage, the framework, including the API, are likely to undergo frequent changes.
- [Ams15] An Evaluation of Multi-Hit Ray Traversal in a BVH using Existing First-Hit/Any-Hit Kernels. Jefferson Amstutz, Christiaan Gribble, Johannes Günther, Ingo Wald, Journal of Computer Graphics Techniques (JCGT), Volume 4, Issue 4, December 2015, pp. 72-90.
- [Kaj86] The Rendering Equation. James T. Kajiya, SIGGRAPH '86 Proceedings of the 13th Annual Conference on Computer Graphics and Interactive Techniques 1986, pp. 143-150.
- [Sti09] Spatial Splits in Bounding Volume Hierarchies. Martin Stich, Heiko Friedrich, Andreas Dietrich, HPG '09 Proceedings of the Conference on High Performance Graphics 2009, pp. 7-13.
- [Wal07] On fast Construction of SAH-based Bounding Volume Hierarchies. Ingo Wald, RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing, pp. 33-40.
- [Whi80] An Improved Illumination Model for Shaded Display. Turner Whitted, Communications of the ACM, Volume 23 Issue 6, June 1980, pp. 343-349.
- [Zel15] Advanced Texture Filtering: A Versatile Framework for Reconstructing Multi-Dimensional Image Data on Heterogeneous Architectures. Stefan Zellmann, Yvonne Percan, Ulrich Lang, VDA 2015 Proceedings of Visualization and Data Analysis 2015.
- [Zel17] Visionaray: A cross-platform ray tracing template library. Stefan Zellmann, Daniel Wickeroth, Ulrich Lang, IEEE SEARIS 2017 Proceedings of the 10th Workshop on Software Engineering and Architectures for Realtime Interactive Systems 2017.
- Home
- Getting Started
- A Minimal Working Example
- Visionaray File Format (.vsnray)
- More Examples
- Troubleshooting
-
Developer Guide
- Scheduler and Kernel Concept
- Camera Concept
- Render Target Concept
- Built-in Schedulers, Kernels and Render Targets
- SIMD Math Library and Ray Packets
- Ray / Object Traversal
- Pixel sampling with primary rays
- Geometric Primitives
- Acceleration Data Structures and Traversal
- Surface Properties and Materials
- Texture Objects and Texture Intrinsics
-
Customization Points
- intersect()
- hit_record
- split_primitive()
- update_if() and is_closer()
- basic_intersector
- get_normal()
- get_tex_coord()
- References