@InProceedings{ralovich:2010rsigs,
  author =	 {Kristof Ralovich and Milan Magdics},
  title =	 {Recursive Ray Tracing in Geometry Shader},
  booktitle =    {Proceedings of the Fifth Hungarian Conference on Computer Graphics and Geometry, Budapest, Hungary, 26 Jan 2010.},
  year =         2010,
  month =        {26~} # jan,
  address =      {Budapest, Hungary},                  
  pages =	 {},
  abstract =	 {We propose an effective method to enable recursive ray tracing triangular
scenes using contemporary real-time graphics pipelines of digital
computers.
So far, general purpose computations such as ray tracing utilized the
programmable pixel shader for computation. Lengthy algorithms were
subdivided to continue-and-restart-able parts (computing kernels) to
enable implementation as multi-pass rendering.
Discussing a fundamentally different method, we are representing rays
with geometry, maintaining a one-to-one correspondence between rays and
point primitives. Exploiting the geometry amplification capability of
modern pipeline, we are utilizing the geometry shader to emit multiple
secondary rays.
Our approach to recursive ray tracing is influenced by stream computing,
circulating the data flow without using a stack, employing
intermediate pipeline stage to feedback transformed primitives before
producing the final color by rasterization of point primitives.
An effective implementation employing the uniform grid space
subdivision scheme is described.},
}