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TRaX: A Multi-Threaded Architecture for Real-Time Ray Tracing

机译:Trax:用于实时射线跟踪的多线程架构

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Ray tracing is a technique used for generating highly realistic computer graphics images. In this paper, we explore the design of a simple but extremely parallel, multi-threaded, multi-core processor architecture that performs real-time ray tracing. Our architecture, called TRaX for Threaded Ray eXecution, consists of a set of thread states that include commonly used functional units for each thread and share large functional units through a programmable interconnect to maximize utilization. The memory system takes advantage of the application's read-only access to the scene database and write-only access to the frame buffer output to provide efficient data delivery with a relatively simple structure. Preliminary results indicate that a multi-core version of the architecture running at a modest speed of 500 MHz already provides real-time ray traced images for scenes of a complexity found in video games. We also explore the architectural impact of a ray tracer that uses procedural (computed) textures rather than image-based (look-up) textures to trade computation for reduced memory bandwidth.
机译:光线跟踪是用于产生高度逼真的计算机图形图像的技术。在本文中,我们探索一个简单的设计中,但非常平行,多线程,多核心处理器架构,进行实时光线跟踪。我们的体系结构被称为TRAX为螺纹雷执行,由一组包括通常使用的为每个线程和份额大的功能单元的功能单元通过可编程互连以最大化利用率线程状态中的。存储器系统需要的应用程序的只读到现场数据库和向帧缓冲器输出只写访问的访问优点是提供了一个相对简单的结构高效的数据传送。初步结果表明,在500 MHz的适度速度运行架构的多核心版本已经提供了实时光线跟踪图像的复杂的场景在视频游戏中找到。我们还探讨了使用程序(计算机)纹理,而不是基于图像的(查找)纹理贸易计算,可降低内存带宽的光线追踪的体系结构的影响。

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