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Real-Time Ray Tracing with CUDA

机译:CUDA实时光线追踪

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摘要

The graphics processors (GPUs) have recently emerged as a low-cost alternative for parallel programming. Since modern GPUs have great computational power as well as high memory bandwidth, running ray tracing on them has been an active field of research in computer graphics in recent years. Furthermore, the introduction of CUDA, a novel GPGPU architecture, has removed several limitations that the traditional GPU-based ray tracing suffered. In this paper, an implementation of high performance CUDA ray tracing is demonstrated. We focus on the performance and show how our design choices in various optimization lead to an implementation that outperforms the previous works. For reasonably complex scenes with simple shading, our implementation achieves the performance of 30 to 43 million traced rays per second. Our implementation also includes the effects of recursive specular reflection and refraction, which were less discussed in previous GPU-based ray tracing works.
机译:图形处理器(GPU)最近已成为并行编程的低成本替代产品。由于现代GPU具有强大的计算能力以及较高的内存带宽,因此在它们上进行光线追踪一直是近年来计算机图形学研究的活跃领域。此外,CUDA(一种新颖的GPGPU架构)的引入消除了传统基于GPU的光线跟踪所遭受的一些限制。在本文中,将演示高性能CUDA光线跟踪的实现。我们专注于性能,并展示我们在各种优化中的设计选择如何导致实现优于先前工作的实现。对于具有简单阴影的合理复杂场景,我们的实现可实现每秒30到4300万条追迹的光线。我们的实现还包括递归镜面反射和折射的效果,在以前的基于GPU的光线跟踪工作中很少进行讨论。

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