Cube-4—a scalable architecture for real-time volume rendering
Proceedings of the 1996 symposium on Volume visualization
Rendering complex scenes with memory-coherent ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Exploiting deep parallel memory hierarchies for ray casting volume rendering
PRS '97 Proceedings of the IEEE symposium on Parallel rendering
Vizard II, a PCI-card for real-time volume rendering
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
The VolumePro real-time ray-casting system
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A low-cost memory architecture for PCI-based interactive ray casting
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Hybrid volume and polygon rendering with cube hardware
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Hybrid scheduling for parallel rendering using coherent ray tasks
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
Interactive volume segmentation with the PAVLOV architecture
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
GI-cube: an architecture for volumetric global illumination and rendering
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
The RACE II engine for real-time volume rendering
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Latency-and hazard-free volume memory architecture for direct volume rendering
EGGH'96 Proceedings of the Eleventh Eurographics conference on Graphics Hardware
Distributed dynamic processor allocation for multicomputers
Parallel Computing
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We propose a volumetric ray tracing PCI board which uses FPGA components and on chip memory. In a multiboard system a super volume (i.e., one that is larger than on-board memory) can be either distributed or shared. In a single board system it must be fetched from main memory as needed. In any case the volume is sub-divided into cubic cells and process scheduling has a major impact on the rendering time. There is not generally a scheduling order which would allow each sub-volume to be read from memory only once. We introduce instead a new, compact representation of the cell ray-spawning dependencies of all rays, called Cell Tree. We use this Cell Tree to determine a good processing schedule for the next frame based on the ray dependencies from the previous frame. Experimental results show an average miss reduction of30%. The main contribution of this paper is the generation of a Cell Tree for ray tracing which collects coherent bundles of rays with very little overhead. This is used to decrease overall memory access in sequences where there is good inter-frame coherence.