Stackless KD-Tree Traversal for High Performance GPU Ray Tracing
Significant advances have been achieved for realtime ray tracing recently, but realtime performance for complex scenes still requires large computational resources not yet available from the CPUs in standard PCs. Incidentally, most of these PCs also contain modern GPUs that do offer much larger raw...
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Veröffentlicht in: | Computer graphics forum 2007-09, Vol.26 (3), p.415-424 |
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creator | Popov, Stefan Günther, Johannes Seidel, Hans-Peter Slusallek, Philipp |
description | Significant advances have been achieved for realtime ray tracing recently, but realtime performance for complex scenes still requires large computational resources not yet available from the CPUs in standard PCs. Incidentally, most of these PCs also contain modern GPUs that do offer much larger raw compute power. However, limitations in the programming and memory model have so far kept the performance of GPU ray tracers well below that of their CPU counterparts.
In this paper we present a novel packet ray traversal implementation that completely eliminates the need for maintaining a stack during kd‐tree traversal and that reduces the number of traversal steps per ray. While CPUs benefit moderately from the stackless approach, it improves GPU performance significantly. We achieve a peak performance of over 16 million rays per second for reasonably complex scenes, including complex shading and secondary rays. Several examples show that with this new technique GPUs can actually outperform equivalent CPU based ray tracers. |
doi_str_mv | 10.1111/j.1467-8659.2007.01064.x |
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In this paper we present a novel packet ray traversal implementation that completely eliminates the need for maintaining a stack during kd‐tree traversal and that reduces the number of traversal steps per ray. While CPUs benefit moderately from the stackless approach, it improves GPU performance significantly. We achieve a peak performance of over 16 million rays per second for reasonably complex scenes, including complex shading and secondary rays. Several examples show that with this new technique GPUs can actually outperform equivalent CPU based ray tracers.</description><identifier>ISSN: 0167-7055</identifier><identifier>EISSN: 1467-8659</identifier><identifier>DOI: 10.1111/j.1467-8659.2007.01064.x</identifier><language>eng</language><publisher>Oxford, UK: Blackwell Publishing Ltd</publisher><subject>Computer graphics ; I.3.6 [Computer Graphics]: Graphics data structures and data types ; I.3.7 [Computer Graphics]: Ray tracing ; Software engineering ; Studies</subject><ispartof>Computer graphics forum, 2007-09, Vol.26 (3), p.415-424</ispartof><rights>2007 The Author(s) Journal compilation © 2007 The Eurographics Association and Blackwell Publishing Ltd.</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c4404-daaf2e4a74694f4d7a9d709281c96afb0c11ece7c38693a4b81414851a2cf3e03</citedby><cites>FETCH-LOGICAL-c4404-daaf2e4a74694f4d7a9d709281c96afb0c11ece7c38693a4b81414851a2cf3e03</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://onlinelibrary.wiley.com/doi/pdf/10.1111%2Fj.1467-8659.2007.01064.x$$EPDF$$P50$$Gwiley$$H</linktopdf><linktohtml>$$Uhttps://onlinelibrary.wiley.com/doi/full/10.1111%2Fj.1467-8659.2007.01064.x$$EHTML$$P50$$Gwiley$$H</linktohtml><link.rule.ids>314,776,780,1411,27901,27902,45550,45551</link.rule.ids></links><search><creatorcontrib>Popov, Stefan</creatorcontrib><creatorcontrib>Günther, Johannes</creatorcontrib><creatorcontrib>Seidel, Hans-Peter</creatorcontrib><creatorcontrib>Slusallek, Philipp</creatorcontrib><title>Stackless KD-Tree Traversal for High Performance GPU Ray Tracing</title><title>Computer graphics forum</title><description>Significant advances have been achieved for realtime ray tracing recently, but realtime performance for complex scenes still requires large computational resources not yet available from the CPUs in standard PCs. Incidentally, most of these PCs also contain modern GPUs that do offer much larger raw compute power. However, limitations in the programming and memory model have so far kept the performance of GPU ray tracers well below that of their CPU counterparts.
In this paper we present a novel packet ray traversal implementation that completely eliminates the need for maintaining a stack during kd‐tree traversal and that reduces the number of traversal steps per ray. While CPUs benefit moderately from the stackless approach, it improves GPU performance significantly. We achieve a peak performance of over 16 million rays per second for reasonably complex scenes, including complex shading and secondary rays. Several examples show that with this new technique GPUs can actually outperform equivalent CPU based ray tracers.</description><subject>Computer graphics</subject><subject>I.3.6 [Computer Graphics]: Graphics data structures and data types</subject><subject>I.3.7 [Computer Graphics]: Ray tracing</subject><subject>Software engineering</subject><subject>Studies</subject><issn>0167-7055</issn><issn>1467-8659</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2007</creationdate><recordtype>article</recordtype><recordid>eNqNkU1P4zAQhi20SHQL_yHaw94S7GTij8NK7HZpi0BQoAiJy8i4k5I2bVi7hfbfk9AVB0744lfy81iaeRmLBE9Ec45niQCpYi1zk6Scq4QLLiHZ7LHOx8M31uGiyYrn-QH7HsKMcw5K5h12cruybl5RCNH533jsiaKxty_kg62iovbRsJw-RSPyTV7YpaNoMLqLbuy2xVy5nB6y_cJWgY7-31121z8d94bxxdXgrPf7InYAHOKJtUVKYBVIAwVMlDUTxU2qhTPSFo_cCUGOlMu0NJmFRy1AgM6FTV2REc-67Ofu32df_1tTWOGiDI6qyi6pXgfMuNFCw5dAZUCLBvzxCZzVa79shkBhQGqZCmggvYOcr0PwVOCzLxfWb1FwbAvAGbZ7xnbP2BaA7wXgplF_7dTXsqLtlz3sDfptavx455dhRZsP3_o5SpWpHO8vB9i_Njd_HnopjrI3uY2YrQ</recordid><startdate>200709</startdate><enddate>200709</enddate><creator>Popov, Stefan</creator><creator>Günther, Johannes</creator><creator>Seidel, Hans-Peter</creator><creator>Slusallek, Philipp</creator><general>Blackwell Publishing Ltd</general><scope>BSCLL</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>8FD</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope><scope>F28</scope><scope>FR3</scope></search><sort><creationdate>200709</creationdate><title>Stackless KD-Tree Traversal for High Performance GPU Ray Tracing</title><author>Popov, Stefan ; Günther, Johannes ; Seidel, Hans-Peter ; Slusallek, Philipp</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c4404-daaf2e4a74694f4d7a9d709281c96afb0c11ece7c38693a4b81414851a2cf3e03</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2007</creationdate><topic>Computer graphics</topic><topic>I.3.6 [Computer Graphics]: Graphics data structures and data types</topic><topic>I.3.7 [Computer Graphics]: Ray tracing</topic><topic>Software engineering</topic><topic>Studies</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Popov, Stefan</creatorcontrib><creatorcontrib>Günther, Johannes</creatorcontrib><creatorcontrib>Seidel, Hans-Peter</creatorcontrib><creatorcontrib>Slusallek, Philipp</creatorcontrib><collection>Istex</collection><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Technology Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><collection>ANTE: Abstracts in New Technology & Engineering</collection><collection>Engineering Research Database</collection><jtitle>Computer graphics forum</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Popov, Stefan</au><au>Günther, Johannes</au><au>Seidel, Hans-Peter</au><au>Slusallek, Philipp</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Stackless KD-Tree Traversal for High Performance GPU Ray Tracing</atitle><jtitle>Computer graphics forum</jtitle><date>2007-09</date><risdate>2007</risdate><volume>26</volume><issue>3</issue><spage>415</spage><epage>424</epage><pages>415-424</pages><issn>0167-7055</issn><eissn>1467-8659</eissn><abstract>Significant advances have been achieved for realtime ray tracing recently, but realtime performance for complex scenes still requires large computational resources not yet available from the CPUs in standard PCs. Incidentally, most of these PCs also contain modern GPUs that do offer much larger raw compute power. However, limitations in the programming and memory model have so far kept the performance of GPU ray tracers well below that of their CPU counterparts.
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subjects | Computer graphics I.3.6 [Computer Graphics]: Graphics data structures and data types I.3.7 [Computer Graphics]: Ray tracing Software engineering Studies |
title | Stackless KD-Tree Traversal for High Performance GPU Ray Tracing |
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