Effficient stackless ray traversal for bounding sphere hierarchies with CUDA
Author(s) -
Tomasz Toczek,
Dominique Houzet,
Stéphane Mancini
Publication year - 2010
Publication title -
procedia computer science
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.334
H-Index - 76
ISSN - 1877-0509
DOI - 10.1016/j.procs.2010.04.123
Subject(s) - computer science , tree traversal , locality , bounding overwatch , rendering (computer graphics) , cuda , parallel computing , kernel (algebra) , graph traversal , ray tracing (physics) , algorithm , computer graphics (images) , artificial intelligence , linguistics , philosophy , physics , mathematics , combinatorics , quantum mechanics
International audienceOne of the challenges of GPU-based ray tracing is the hierarchical space indexation structure traversal. Stackless approaches to this problem offer benefits both in terms of maximum representable scene size and performances . We improve on the current stackless traversal methods by increasing memory access locality and accelerating both the primary and secondary ray shooting through specific optimizations achieved at the cost of additional precomputations. Those supplementary steps can be performed on the host and have their results transferred asynchronously on the GPU while the rendering kernel is running, hence being completely hidden
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