Rendering complex scenes with memory-coherent ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
SaarCOR: a hardware architecture for ray tracing
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Efficiency issues for ray tracing
Journal of Graphics Tools
Realtime ray tracing of dynamic scenes on an FPGA chip
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
RPU: a programmable ray processing unit for realtime ray tracing
ACM SIGGRAPH 2005 Papers
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Vector-thread architecture and implementation
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GRAMPS: A programming model for graphics pipelines
ACM Transactions on Graphics (TOG)
StreamRay: a stream filtering architecture for coherent ray tracing
Proceedings of the 14th international conference on Architectural support for programming languages and operating systems
Ray-Strips: A Compact Mesh Representation for Interactive Ray Tracing
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Dynamic Ray Scheduling to Improve Ray Coherence and Bandwidth Utilization
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Understanding the efficiency of ray traversal on GPUs
Proceedings of the Conference on High Performance Graphics 2009
RACBVHs: random-accessible compressed bounding volume hierarchies
SIGGRAPH '09: Posters
Instant ray tracing: the bounding interval hierarchy
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Active thread compaction for GPU path tracing
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
Ray tracing visualization toolkit
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Automatically enhancing locality for tree traversals with traversal splicing
Proceedings of the ACM international conference on Object oriented programming systems languages and applications
An energy and bandwidth efficient ray tracing architecture
Proceedings of the 5th High-Performance Graphics Conference
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This paper proposes a massively parallel hardware architecture for efficient tracing of incoherent rays, e.g. for global illumination. The general approach is centered around hierarchical treelet subdivision of the acceleration structure and repeated queueing/postponing of rays to reduce cache pressure. We describe a heuristic algorithm for determining the treelet subdivision, and show that our architecture can reduce the total memory bandwidth requirements by up to 90% in difficult scenes. Furthermore the architecture allows submitting rays in an arbitrary order with practically no performance penalty. We also conclude that scheduling algorithms can have an important effect on results, and that using fixed-size queues is not an appealing design choice. Increased auxiliary traffic, including traversal stacks, is identified as the foremost remaining challenge of this architecture.