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We examine a rendering system that interactively ray traces an image on a conventional multiprocessor. The implementation is "brute force" in that it explicitly traces rays through every screen pixel, yet pays careful attention to system resources for acceleration. The design of the system is described, along with issues related to material models, lighting and shadows, and frameless rendering. The system is demonstrated for several different types of input scenes.
Parker et al. (Sat,) studied this question.
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