Dependency graph scheduling in a volumetric ray tracing architecture

  • Authors:
  • S. Frank;A. Kaufman

  • Affiliations:
  • State University of New York at Stony Brook, USA, Stony Brook, NY;State University of New York at Stony Brook, USA, Stony Brook, NY

  • Venue:
  • Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
  • Year:
  • 2002

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Abstract

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.