T&I engine: traversal and intersection engine for hardware accelerated ray tracing
Proceedings of the 2011 SIGGRAPH Asia Conference
SGRT: a scalable mobile GPU architecture based on ray tracing
ACM SIGGRAPH 2012 Talks
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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In this work, we propose a novel parallel-pipeline traversal unit for hardware-based ray tracing, which can reduce latency and increase cache locality. Owing to the high memory bandwidth and computation requirements of ray-tracing operations such as traversal and intersection tests, recent studies have focused on the development of a hardware-based traversal and intersection-test unit[Nah et al. 2011][Lee et al. 2012]. Existing hardware engines are based on a single deep pipeline structure that increases the throughput of ray processing per unit time. However, traversal operations involve non-deterministic changes in the states of a ray. Therefore, in some cases, the ray may be unnecessarily transferred between pipeline stages, thereby increasing the overall latency. In order to solve this problem, we propose a parallel traversal unit having a pipeline per state. Our results show that the proposed system is up to 30% more efficient than a single-pipeline system because it decreases average latency per ray and increases cache efficiency.