Automatic bounding of programmable shaders for efficient global illumination
ACM SIGGRAPH Asia 2009 papers
AnySL: efficient and portable shading for ray tracing
Proceedings of the Conference on High Performance Graphics
CGO '11 Proceedings of the 9th Annual IEEE/ACM International Symposium on Code Generation and Optimization
Improving performance of OpenCL on CPUs
CC'12 Proceedings of the 21st international conference on Compiler Construction
An optimizing compiler for automatic shader bounding
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
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We present a new domain-specific programming language suitable for extending both interactive and non-interactive ray tracing systems. This language, called “ray tracing shading language” (RTSL), builds on the GLSL language that is a part of the OpenGL specification and familiar to GPU programmers. This language allows a programmer to implement new cameras, primitives, textures, lights, and materials that can be used in multiple rendering systems. RTSL presents a single-ray interface that is easy to program for novice programmers. Through an advanced compiler, packet-based SIMD-optimized code can be generated that is performance competitive with hand-optimized code. This language and compiler combination allows sophisticated primitives, materials and textures to realize the performance gains possible by SIMD and ray packets without the low-level programming burden. In addition to the packet-based Manta system, the compiler targets two additional rendering systems to exercise this flexibility: the PBRT system and the batch Monte Carlo renderer Galileo.