Parallel processing for computer graphics
Parallel processing for computer graphics
Stochastic ray tracing using SIMD processor arrays
The Visual Computer: International Journal of Computer Graphics
Fast, minimum storage ray-triangle intersection
Journal of Graphics Tools
Vizard II, a PCI-card for real-time volume rendering
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Smart Memories: a modular reconfigurable architecture
Proceedings of the 27th annual international symposium on Computer architecture
Ray tracing on programmable graphics hardware
Proceedings of the 29th 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
Exploiting Coherence for Multiprocessor Ray Tracing
IEEE Computer Graphics and Applications
Dynamic Acceleration Structures for Interactive Ray Tracing
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Ray tracing on a stream processor
Ray tracing on a stream processor
Distributed Interactive Ray Tracing of Dynamic Scenes
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
KD-tree acceleration structures for a GPU raytracer
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
RPU: a programmable ray processing unit for realtime ray tracing
ACM SIGGRAPH 2005 Papers
Shader Performance Analysis on a Modern GPU Architecture
Proceedings of the 38th annual IEEE/ACM International Symposium on Microarchitecture
Double projective cylindrical texture mapping on FPGA
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Exploring the use of ray tracing for future games
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Real-time rendering systems in 2010
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Realtime ray tracing for current and future games
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
B-KD trees for hardware accelerated ray tracing of dynamic scenes
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Journal of Parallel and Distributed Computing
TRaX: a multicore hardware architecture for real-time ray tracing
IEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems
A massively parallel hardware architecture for ray-tracing
International Journal of High Performance Systems Architecture
Architecture considerations for tracing incoherent rays
Proceedings of the Conference on High Performance Graphics
Naive ray-tracing: A divide-and-conquer approach
ACM Transactions on Graphics (TOG)
T&I engine: traversal and intersection engine for hardware accelerated ray tracing
Proceedings of the 2011 SIGGRAPH Asia Conference
An efficient parallel architecture for ray-tracing
Analog Integrated Circuits and Signal Processing
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
A hardware unit for fast SAH-optimised BVH construction
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Journal of Systems Architecture: the EUROMICRO Journal
SGRT: a mobile GPU architecture for real-time ray tracing
Proceedings of the 5th High-Performance Graphics Conference
Stream-Mode FPGA acceleration of complex pattern trajectory querying
SSTD'13 Proceedings of the 13th international conference on Advances in Spatial and Temporal Databases
Real-time ray tracing on future mobile computing platform
SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications
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Realtime ray tracing has recently established itself as a possible alternative to the current rasterization approach for interactive 3D graphics. However, the performance of existing software implementations is still severely limited by today's CPUs, requiring many CPUs for achieving realtime performance.In this paper we present a prototype implementation of the full ray tracing pipeline on a single FPGA chip. Running at only 90 MHz it achieves realtime frame rates of 20 to 60 frames per second over a wide range of 3D scenes and includes support for texturing, multiple light sources, and multiple levels of reflection or transparency. A particular interesting feature of the design in the re-use of the transformation unit necessary for supporting dynamic scenes also for other tasks, including efficient ray-triangle intersection as well as shading computations. Despite the additional support for dynamic scenes this approach reduces the overall hardware cost by 68%.We evaluate the design and its implementation across a wide set of example scenes and demonstrate the benefits of dedicated realtime ray tracing hardware.