T&I engine: traversal and intersection engine for hardware accelerated ray tracing

Ray tracing naturally supports high-quality global illumination effects, but it is computationally costly. Traversal and intersection operations dominate the computation of ray tracing. To accelerate these two operations, we propose a hardware architecture integrating three novel approaches. First,...

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Veröffentlicht in:ACM transactions on graphics 2011-12, Vol.30 (6), p.1-10
Hauptverfasser: Nah, Jae-Ho, Park, Jeong-Soo, Park, Chanmin, Kim, Jin-Woo, Jung, Yun-Hye, Park, Woo-Chan, Han, Tack-Don
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container_end_page 10
container_issue 6
container_start_page 1
container_title ACM transactions on graphics
container_volume 30
creator Nah, Jae-Ho
Park, Jeong-Soo
Park, Chanmin
Kim, Jin-Woo
Jung, Yun-Hye
Park, Woo-Chan
Han, Tack-Don
description Ray tracing naturally supports high-quality global illumination effects, but it is computationally costly. Traversal and intersection operations dominate the computation of ray tracing. To accelerate these two operations, we propose a hardware architecture integrating three novel approaches. First, we present an ordered depth-first layout and a traversal architecture using this layout to reduce the required memory bandwidth. Second, we propose a three-phase ray-triangle intersection architecture that takes advantage of early exit. Third, we propose a latency hiding architecture defined as the ray accumulation unit. Cycle-accurate simulation results indicate our architecture can achieve interactive distributed ray tracing.
doi_str_mv 10.1145/2070781.2024194
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subjects Architecture
Computation
Engines
Hardware
Illumination
Interactive
Intersections
Ray tracing
title T&I engine: traversal and intersection engine for hardware accelerated ray tracing
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