Just as a followup. I now know of 6 HW-Raytracing projects now:

1. The SaarCOR project that has spawned the InTrace company. They are
using a Virtex-II 6000-4 FPGA. They are no interested in Open Source or
in cooperations. I have talked to them at the CeBIT '04 and they were
quiet secretive about their work. If you look at their latest paper you
may also find that a lot of details are missing which therefore make it
impossible to easily reproduce their work.

They have developed the "OpenRT" raytracing API (OpenGL-like), however
their latest papers say naught about it. I guess their latest work is
not yet integrated with OpenRT.

URLs:
http://graphics.cs.uni-sb.de/~jofis/SaarCOR/DynRT/DynRT.html


2. Sanchez-Elez et al. You can find their '03 paper by googling for
"Algorithm Optimizations and Mapping Schemes for Interactive Ray Tracing
on a Reconfigurable Architecture", which is the title of their paper.
Their seems to be no webpage describing their work (or I have not found
it). There is what seems to be a related publication "Efficient mapping
of hierarchical trees on coarse-grain reconfigurable architectures"
published in '04.

URLs:
http://www.dacya.ucm.es/marcos/investigacion2.htm


3. Joshua Fender and Jonathan Rose. Their '03 publication's title is "A
High-Speed Ray Tracing Engine Built on a Field-Programmable System". The
VHDL source code for that has been made available freely (under "circuit
benchmark sets"). The VHDL code is hardly documented and was developed
for a two-FPGA board called the "Transmogrifier-3". From my short
conversation with Mr. Fender I gather that this project is not right now
continued.

URLs:
http://www.eecg.toronto.edu/~fender/


4. James Richard Srinivasan Masters' thesis. His '02 thesis title is
"Hardware Accelerated Ray Tracing". He uses the FPGA exclusively for
intersection calculations of rays and spheres. His only example is the
Sphereflake scene, which is not rendered correctly in hardware (visible
errors), an error which he didn't track down (no enough time?).

URLs:
http://www.cl.cam.ac.uk/users/jrs53/super/PartII.html


5. Private project by Bruno Barberi Gnecco. He currently has a purely
software-based realtime rendering approach right now, but says that he
has been developing a hw-based approach.


6. Private project by Ulf Ochsenfahrt. He has a sw raytracer right now,
which he started to translate into hw yesterday. He just needs to figure
out how to get that stupid PCI interface (from opencores) to work. ;)


There are also a couple of Shading Language based raytracers out there,
at least 5-6 projects as well (possibly more). It's easier to get into
SL-based rendering because it doesn't need expensive hw-development
kits. If anyone is interested in a more detailed list, send me an email.

Thanks to Bruno Barberi Gnecco for the pointer to the 4th project (and
his own).


Cheers,

-- Ulf

Attachment: signature.asc
Description: This is a digitally signed message part

_______________________________________________
Open-graphics mailing list
[email protected]
http://lists.duskglow.com/mailman/listinfo/open-graphics
List service provided by Duskglow Consulting, LLC (www.duskglow.com)

Reply via email to