T&I engine: traversal and intersection engine for hardware accelerated ray tracing
Proceedings of the 2011 SIGGRAPH Asia Conference
Parallel-pipeline-based traversal unit for hardware-accelerated ray tracing
SIGGRAPH Asia 2012 Posters
Application task and data placement in embedded many-core NUMA architectures
Proceedings of the 10th Workshop on Optimizations for DSP and Embedded Systems
SGRT: a mobile GPU architecture for real-time ray tracing
Proceedings of the 5th High-Performance Graphics Conference
Real-time ray tracing on future mobile computing platform
SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications
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Recently, with the increasing demand for photorealistic graphics and the rapid advances in desktop CPUs/GPUs, real-time raytracing has attracted considerable attention. Unfortunately, raytracing in the current mobile environment is difficult because of inadequate computing power, memory bandwidth, and flexibility in mobile GPUs. In this work, we present a novel mobile GPU architecture called the SGRT (Samsung reconfigurable GPU based on RayTracing) by enhancing our previous works with the following features: 1) a fast compact hardware engine that accelerates a traversal and intersection operation, 2) a flexible reconfigurable processor that supports software ray generation and shading, and 3) a parallelization framework that achieves scalable performance. Unlike our previous work, the current architecture is designed for both static and dynamic scenes with a smaller area. Experimental results show that the SGRT can be a versatile graphics solution, as it supports compatible performance compared to desktop GPU raytracers. To the best of our knowledge, the SGRT is the first mobile GPU based on full Whitted raytracing.