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Inferred edges come from two machine sources: sweeps of open repository metadata (mostly SSRN and Zenodo), and a bulk OpenAlex citation snapshot. Every row below is labelled with the one it came from. Neither is a complete citation index — absence here is not evidence of absence.
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What this work says
Outgoing claims: the papers this work cites, builds on, or argues with.
inferredcites →https://doi.org/10.1007/bf01911006openalex-snapshot
Heuristics for ray tracing using space subdivision
inferredcites →https://doi.org/10.1007/s00371-011-0593-8openalex-snapshot
Grid-based SAH BVH construction on a GPU
inferredcites →https://doi.org/10.1016/s0167-8191(97)00015-xopenalex-snapshot
Simple randomized mergesort on parallel disks
inferredcites →https://doi.org/10.1109/infcom.2000.832227openalex-snapshot
Fast and scalable priority queue architecture for high-speed network switches
inferredcites →https://doi.org/10.1109/ispass.2013.6557150openalex-snapshot
How a single chip causes massive power bills GPUSimPow: A GPGPU power simulator
inferredcites →https://doi.org/10.1109/jproc.2008.917719openalex-snapshot
Graphics Processing Units for Handhelds
inferredcites →https://doi.org/10.1109/lca.2015.2414456openalex-snapshot
Ramulator: A Fast and Extensible DRAM Simulator
inferredcites →https://doi.org/10.1109/mcg.1987.276983openalex-snapshot
Automatic Creation of Object Hierarchies for Ray Tracing
inferredcites →https://doi.org/10.1109/mm.2011.89openalex-snapshot
GPUs and the Future of Parallel Computing
inferredcites →https://doi.org/10.1109/rt.2007.4342588openalex-snapshot
On fast Construction of SAH-based Bounding Volume Hierarchies
inferredcites →https://doi.org/10.1109/tc.2010.121openalex-snapshot
Energy-Efficient Floating-Point Unit Design
inferredcites →https://doi.org/10.1109/tc.2012.82openalex-snapshot
Power Efficient Division and Square Root Unit
inferredcites →https://doi.org/10.1109/tcad.2009.2028981openalex-snapshot
TRaX: A Multicore Hardware Architecture for Real-Time Ray Tracing
inferredcites →https://doi.org/10.1109/tmscs.2017.2695338openalex-snapshot
Evaluation of a BVH Construction Accelerator Architecture for High-Quality Visualization
inferredcites →https://doi.org/10.1109/tnet.2007.892882openalex-snapshot
Pipelined Heap (Priority Queue) Management for Advanced Scheduling in High-Speed Networks
inferredcites →https://doi.org/10.1109/tvcg.2014.2371855openalex-snapshot
HART: A Hybrid Architecture for Ray Tracing Animated Scenes
inferredcites →https://doi.org/10.1111/cgf.12259openalex-snapshot
Stackless Multi‐BVH Traversal for CPU, MIC and GPU Ray Tracing
inferredcites →https://doi.org/10.1111/cgf.12458openalex-snapshot
Memory Considerations for Low Energy Ray Tracing
inferredcites →https://doi.org/10.1111/cgf.12831openalex-snapshot
SAH guided spatial split partitioning for fast BVH construction
inferredcites →https://doi.org/10.1111/j.1467-8659.2009.01377.xopenalex-snapshot
Fast BVH Construction on GPUs
inferredcites →https://doi.org/10.1145/1189762.1206075openalex-snapshot
Ray tracing deformable scenes using dynamic bounding volume hierarchies
inferredcites →https://doi.org/10.1145/1572769.1572792openalex-snapshot
Understanding the efficiency of ray traversal on GPUs
inferredcites →https://doi.org/10.1145/2018323.2018333openalex-snapshot
Simpler and faster HLBVH with work queues
inferredcites →https://doi.org/10.1145/2461912.2462025openalex-snapshot
A hardware unit for fast SAH-optimised BVH construction
inferredcites →https://doi.org/10.1145/2492045.2492055openalex-snapshot
Fast parallel construction of high-quality bounding volume hierarchies
inferredcites →https://doi.org/10.1145/2492045.2492060openalex-snapshot
Megakernels considered harmful
inferredcites →https://doi.org/10.1145/2554688.2554787openalex-snapshot
Hardware acceleration of database operations
inferredcites →https://doi.org/10.1145/2669062.2669088openalex-snapshot
Two-AABB traversal for mobile real-time ray tracing
inferredcites →https://doi.org/10.1145/2744769.2744894openalex-snapshot
Power-Performance Modelling of Mobile Gaming Workloads on Heterogeneous MPSoCs
inferredcites →https://doi.org/10.1145/2790060.2790065openalex-snapshot
Bounding volume hierarchy optimization through agglomerative treelet restructuring
inferredcites →https://doi.org/10.1145/3005358.3005384openalex-snapshot
Multi bounding volume hierarchies for ray tracing pipelines
inferredcites →https://doi.org/10.1145/3105762openalex-snapshot
Proceedings of High Performance Graphics
inferredcites →https://doi.org/10.1145/48529.48535openalex-snapshot
The input/output complexity of sorting and related problems
inferredcites →https://doi.org/10.1167/13.9.1310openalex-snapshot
SceneNet: A Perceptual Ontology Database for Scene Understanding
inferredcites →https://doi.org/10.2312/cgvc.20141206openalex-snapshot
Fast and Simple Agglomerative LBVH Construction
inferredcites →https://doi.org/10.2312/eggh/hpg10/113-122openalex-snapshot
Architecture Considerations for Tracing Incoherent Rays
inferredcites →https://doi.org/10.2312/hpg.20141091openalex-snapshot
Reduced Precision for Hardware Ray Tracing in GPUs
inferredcites →https://doi.org/10.5555/2755753.2757181openalex-snapshot
FastTree: a hardware KD-tree construction acceleration engine for real-time ray tracing
inferredcites →https://doi.org/10.7873/date.2015.0176openalex-snapshot
FastTree: A Hardware KD-Tree Construction Acceleration Engine for Real-Time Ray Tracing
What points at this work
Incoming claims: where this work appears in other papers’ reference lists and arguments.
inferred← citeshttps://doi.org/10.1007/978-3-031-47560-3_6openalex-snapshot
Creating SORDI: The Largest Synthetic Dataset for Industries
inferred← citeshttps://doi.org/10.1007/s00371-020-01886-6openalex-snapshot
OLBVH: octree linear bounding volume hierarchy for volumetric meshes
inferred← citeshttps://doi.org/10.1016/j.cag.2023.08.028openalex-snapshot
Building Oriented Bounding Boxes by the intermediate use of ODOPs
inferred← citeshttps://doi.org/10.1016/j.future.2026.108555openalex-snapshot
Advancing RT core-accelerated fixed-radius nearest neighbor search
inferred← citeshttps://doi.org/10.1109/access.2021.3107545openalex-snapshot
An Implementation of Multi-Chip Architecture for Real-Time Ray Tracing Based on Parallel Frame Rendering
inferred← citeshttps://doi.org/10.1109/access.2022.3146768openalex-snapshot
Real-Time Rendering of Point Clouds With Photorealistic Effects: A Survey
inferred← citeshttps://doi.org/10.1109/ldav68558.2025.00009openalex-snapshot
From Soup to Bricks: Fast Clustering of Fine-Grained AMR Hierarchies for Rendering on GPUs
inferred← citeshttps://doi.org/10.1109/micro61859.2024.00079openalex-snapshot
Extending GPU Ray-Tracing Units for Hierarchical Search Acceleration
inferred← citeshttps://doi.org/10.1109/tcad.2021.3058910openalex-snapshot
Agglomerative Memory and Thread Scheduling for High-Performance Ray-Tracing on GPUs
inferred← citeshttps://doi.org/10.1109/tmc.2026.3665613openalex-snapshot
Enabling “See-and-Point” Communication Between Robots
inferred← citeshttps://doi.org/10.1109/tvcg.2020.3021048openalex-snapshot
Mach-RT: A Many Chip Architecture for High Performance Ray Tracing
inferred← citeshttps://doi.org/10.1111/cgf.142662openalex-snapshot
A Survey on Bounding Volume Hierarchies for Ray Tracing
inferred← citeshttps://doi.org/10.1145/3305366.3329896openalex-snapshot
Are we done with ray tracing?
inferred← citeshttps://doi.org/10.1145/3406185openalex-snapshot
Hardware-Accelerated Dual-Split Trees
inferred← citeshttps://doi.org/10.1145/3649153.3649292openalex-snapshot
QuickTree: A Fast Hardware BVH Construction Engine
inferred← citeshttps://doi.org/10.1145/3694906.3743346openalex-snapshot
Brief Announcement: LCTree: A Fast Hardware BVH Constructor for Real-Time Ray Tracing
inferred← citeshttps://doi.org/10.1145/3695053.3731072openalex-snapshot
RTSpMSpM: Harnessing Ray Tracing for Efficient Sparse Matrix Computations
inferred← citeshttps://doi.org/10.2478/amns-2024-1918openalex-snapshot
A Study of Characterization and Scene Interaction Narratives of Animated Characters Empowered by AIGC
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