Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Early Split Clipping for Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Realtime Ray Tracing on GPU with BVH-based Packet Traversal
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Instant ray tracing: the bounding interval hierarchy
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Efficient sparse voxel octrees
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
PantaRay: fast ray-traced occlusion caching of massive scenes
ACM SIGGRAPH 2010 papers
Micropolygon ray tracing with defocus and motion blur
ACM SIGGRAPH 2010 papers
OptiX: a general purpose ray tracing engine
ACM SIGGRAPH 2010 papers
A hierarchical volumetric shadow algorithm for single scattering
ACM SIGGRAPH Asia 2010 papers
Fast parallel surface and solid voxelization on GPUs
ACM SIGGRAPH Asia 2010 papers
Optimizing memory access on GPUs using morton order indexing
Proceedings of the 48th Annual Southeast Regional Conference
Task management for irregular-parallel workloads on the GPU
Proceedings of the Conference on High Performance Graphics
HLBVH: hierarchical LBVH construction for real-time ray tracing of dynamic geometry
Proceedings of the Conference on High Performance Graphics
Restart trail for stackless BVH traversal
Proceedings of the Conference on High Performance Graphics
Architecture considerations for tracing incoherent rays
Proceedings of the Conference on High Performance Graphics
MICRO '43 Proceedings of the 2010 43rd Annual IEEE/ACM International Symposium on Microarchitecture
Improving SIMD efficiency for parallel Monte Carlo light transport on the GPU
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Active thread compaction for GPU path tracing
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
SAH KD-tree construction on GPU
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
High-performance software rasterization on GPUs
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
T&I engine: traversal and intersection engine for hardware accelerated ray tracing
Proceedings of the 2011 SIGGRAPH Asia Conference
Biased solution of integral illumination equation via irradiance caching and path tracing on GPUs
Programming and Computing Software
Optimization of N-queens solvers on graphics processors
APPT'11 Proceedings of the 9th international conference on Advanced parallel processing technologies
Globally scheduled real-time multiprocessor systems with GPUs
Real-Time Systems
GPU-based parallel collision detection for fast motion planning
International Journal of Robotics Research
Auto-tuning interactive ray tracing using an analytical GPU architecture model
Proceedings of the 5th Annual Workshop on General Purpose Processing with Graphics Processing Units
Hybrid path planning for massive crowd simulation on the GPU
MIG'11 Proceedings of the 4th international conference on Motion in Games
Virtual ray lights for rendering scenes with participating media
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Dynamic task-scheduling and resource management for GPU accelerators in medical imaging
ARCS'12 Proceedings of the 25th international conference on Architecture of Computing Systems
Technical Section: Visibility driven BVH build up algorithm for ray tracing
Computers and Graphics
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
3D rasterization: a bridge between rasterization and ray casting
Proceedings of Graphics Interface 2012
Rasterized Bounding Volume Hierarchies
Computer Graphics Forum
Progressive Virtual Beam Lights
Computer Graphics Forum
Softshell: dynamic scheduling on GPUs
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
High-quality curve rendering using line sampled visibility
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Camera space volumetric shadows
Proceedings of the Digital Production Symposium
Guided image filtering for interactive high-quality global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Two methods for fast ray-cast ambient occlusion
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Maximizing parallelism in the construction of BVHs, octrees, and k-d trees
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Ray tracing dynamic scenes with shadows on GPU
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
Depth-enhanced maximum intensity projection
VG'10 Proceedings of the 8th IEEE/EG international conference on Volume Graphics
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Real-time simulation and visualization of human vision through eyeglasses on the GPU
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
Communications of the ACM
Efficient stack-less BVH traversal for ray tracing
Proceedings of the 27th Spring Conference on Computer Graphics
Fast parallel construction of high-quality bounding volume hierarchies
Proceedings of the 5th High-Performance Graphics Conference
On quality metrics of bounding volume hierarchies
Proceedings of the 5th High-Performance Graphics Conference
SGRT: a mobile GPU architecture for real-time ray tracing
Proceedings of the 5th High-Performance Graphics Conference
Megakernels considered harmful: wavefront path tracing on GPUs
Proceedings of the 5th High-Performance Graphics Conference
Cost-based workload balancing for ray tracing on multi-GPU systems
ACM SIGGRAPH 2013 Posters
GPU-based out-of-core many-lights rendering
ACM Transactions on Graphics (TOG)
Ray tracing and volume rendering large molecular data on multi-core and many-core architectures
UltraVis '13 Proceedings of the 8th International Workshop on Ultrascale Visualization
Mining effective parallelism from hidden coherence for GPU based path tracing
SIGGRAPH Asia 2013 Technical Briefs
Real-time ray tracing on future mobile computing platform
SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications
Implementing irradiance cache in a GPU realistic renderer
Transactions on Computational Science XIX
GPU ray tracing: comparative study on ray-triangle intersection algorithms
Transactions on Computational Science XIX
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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We discuss the mapping of elementary ray tracing operations---acceleration structure traversal and primitive intersection---onto wide SIMD/SIMT machines. Our focus is on NVIDIA GPUs, but some of the observations should be valid for other wide machines as well. While several fast GPU tracing methods have been published, very little is actually understood about their performance. Nobody knows whether the methods are anywhere near the theoretically obtainable limits, and if not, what might be causing the discrepancy. We study this question by comparing the measurements against a simulator that tells the upper bound of performance for a given kernel. We observe that previously known methods are a factor of 1.5--2.5X off from theoretical optimum, and most of the gap is not explained by memory bandwidth, but rather by previously unidentified inefficiencies in hardware work distribution. We then propose a simple solution that significantly narrows the gap between simulation and measurement. This results in the fastest GPU ray tracer to date. We provide results for primary, ambient occlusion and diffuse interreflection rays.