Keynote

NHTV University of Applied Sciences
Real-time Ray Tracing through the Eyes of a Game Developer
There has been and is a tremendous amount of research going on on the topic of ray tracing, spurred by the relatively recent advent of real-time ray tracing and the inevitable appearance of consumer hardware capable of handling this rendering algorithm. Besides researchers, the prospect of a brave new world attracts hobbyists (such as demo coders) and game developers: Ray tracing promises an elegant and fascinating alternative to z-buffer approaches, as well as more intuitive graphics and games development. This speech provides a view from the inside on ray tracing in games and demos, where the emphasis is on performance and short-term practical usability. It covers the way science is applied, the unique contribution of these developers to the field and their link with the research community.
The Arauna ray tracer, developed at the NHTV university of applied science, is used as an example of a ray tracer that has been specifically build with games and performance in mind. It's purpose and architecture, as well as some implementation details are presented.
Papers
Session 1: Primitives for Ray Tracing
Interactive Ray Tracing of Arbitrary Implicits with SIMD Interval Arithmetic
Aaron Knoll, Younis Hijazi, Charles Hansen, Ingo Wald, Hans Hagen
Ray-Strips: A Compact Mesh Representation for Interactive Ray Tracing
Christian Lauterbach, Sung-Eui Yoon, Dinesh Manocha
Session 2: Construction of Acceleration Hierarchies
Grid Creation Strategies for Efficient Ray Tracing
Thiago Ize, Peter Shirley, Steven Parker
On fast Construction of SAH-based Bounding Volume Hierarchies
Ingo Wald
Terminating Spatial Hierarchies by A Priori Bounding Memory
Carsten Wächter, Alexander Keller
Fast and Lazy Build of Acceleration Structures from Scene Hierarchies
Warren Hunt, William Mark, Donald Fussell
Session 3: Use of Acceleration Hierarchies
A Study of Restricted BSP Trees for Ray Tracing
Ravi Kammaje, Benjamin Mora
Coupled Use of BSP and BVH Trees in Order to Exploit Ray Bundle Performance
Gilles Cadet, Bernard Lécussan
Early Split Clipping for Bounding Volume Hierarchies
Manfred Ernst, Günther Greiner
Session 4: Coherency and Ray Packet Tracing
Deep Coherent Ray Tracing
Erik Månsson, Jacob Munkberg, Tomas Akenine-Möller
SIMD Packet Techniques for Photon Mapping
Shawn Singh, Petros Faloutsos
Dynamic Ray Scheduling to Improve Ray Coherence and Bandwidth Utilization
Paul Navrátil, Donald Fussell, Calvin Lin, William Mark
Faster Ray Packets - Triangle Intersection through Vertex Culling
Alexander Reshetov
Session 5: Special Architectures for Ray Tracing
Realtime Ray Tracing on GPU with BVH-based Packet Traversal
Johannes Günther, Stefan Popov, Hans-Peter Seidel, Philipp Slusallek
Towards Hardware Ray Tracing using Fixed Point Arithmetic
Johannes Hanika, Alexander Keller
Session 6: Sampling and Shading
Poisson Disk Point Sets by Hierarchical Dart Throwing
Kenric White, David Cline, Parris Egbert
Steerable Stratified Importance Sampling
Kartic Subr, James Arvo
Adaptive Spatial Sample Caching
Andreas Dietrich, Philipp Slusallek
RTSL: a Ray Tracing Shading Language
Steven Parker, Solomon Boulos, James Bigler, Austin Robison
Session 7: Applications of Ray Tracing
Interactive Realistic Simulation of Wireless Networks
Steffen Moser, Frank Kargl, Alexander Keller
Bullet Ray Vision
Lee Butler, Abe Stephens
A Visualization Framework for Time Dependent Metal Casting Simulations
Matthias Groß, Carsten Lojewski, Hans Hagen
Posters
Hybrid Visualization: Interactive CPU Ray Casting Combined with GPU Rasterization
Matthias Groß, Carsten Lojewski, Hans Hagen
Ray-Frustum Tracing for Interactive Sound Propagation
Christian Lauterbach, Anish Chandak, Dinesh Manocha
A Comparison of Tabular PDF Inversion Methods
David Cline, Peter Wonka, Anshuman Razdan
Global Illumination for Non-Tesselated Trimmed NURBS Scenes
Oliver Abert, Maik Stange, Stefan Müller
Testing Ray Tracing Algorithms
Christian Kempter, Alexander Keller
RDH: Ray Distribution Heuristics for Construction of Spatial Data Structures
Jiři Bittner, Vlastimil Havran
SIMD Ray Stream Tracing
Ingo Wald, Christiaan Gribble, Solomon Boulos, Andrew Kensler
A State Table Algorithm for Direct Ray Tracing of CSG Models
Andrew Kensler

Symposium Highlights
Download the program
September 10, 2007
Keynote: Jacco Bikker
Scientific Presentations
Poster Presentation
Demo Show
September 11, 2007
Scientific Presentations
Conference Banquet
September 12, 2007
Scientific Presentations
Program Committee Meeting
Open Problem Poll
Program