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 |
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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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