首页> 外文学位 >Efficient ray tracing architectures
【24h】

Efficient ray tracing architectures

机译:高效的光线追踪架构

获取原文
获取原文并翻译 | 示例

摘要

This dissertation presents computer architecture designs that are efficient for ray tracing based rendering algorithms. The primary observation is that ray tracing maps better to independent thread issue hardware designs than it does to dependent thread and data designs used in most commercial architectures. While the independent thread issue causes extra overhead in the fetch and issue parts of the pipeline, the number of computation resources required can be reduced through the sharing of less frequently used execution units. Furthermore, since all the threads run a single program on multiple data (SPMD), thread processors can share instruction and data caches. Ray tracing needs read-only access to the scene data during each frame, so caches can be optimized for reading, and traditional cache coherence protocols are unnecessary for maintaining coherent memory access. The resultant image exists as a write only frame buffer, allowing memory writes to avoid the cache entirely, preventing cache pollution and increasing the performance of smaller caches.;Commercial real-time rendering systems lean heavily on high-performance graphics processing units (GPU) that use the rasterization and z-buffer algorithms for rendering. A single pass of rasterization throws out much of the global scene information by streaming the surface data that a ray tracer keeps resident in memory. As a result, ray tracing is more naturally able to support rendering effects involving global information, such as shadows, reflections, refractions and camera lens effects. Rasterization has a time complexity of approximately O(N log(P)) where N is the number of primitive polygons and P is the number of pixels in the image. Ray tracing, in contrast, has a time complexity of O(P log(N)) making ray tracing scale better to large scenes with many primitive polygons, allowing for increased surface detail. Finally, once the number of pixels reaches its limit, ray tracing should exceed the performance of rasterization by allowing the number of objects to increase with less of a penalty on performance.
机译:本文提出了有效的基于光线跟踪的渲染算法的计算机体系结构设计。主要观察结果是,与大多数商业体系结构中使用的从属线程和数据设计相比,光线跟踪映射到独立线程问题硬件设计的映射更好。尽管独立线程问题在流水线的获取和发布部分中造成了额外的开销,但是可以通过共享不经常使用的执行单元来减少所需的计算资源数量。此外,由于所有线程都在多个数据(SPMD)上运行单个程序,因此线程处理器可以共享指令和数据缓存。光线跟踪需要在每个帧期间对场景数据进行只读访问,因此可以优化缓存以进行读取,并且传统的缓存一致性协议对于维护一致性存储器访问是不必要的。生成的图像作为仅写帧缓冲区存在,从而使内存写操作可以完全避免缓存,从而避免缓存污染并提高较小缓存的性能。商业实时渲染系统在很大程度上依赖于高性能图形处理单元(GPU)使用栅格化和z缓冲区算法进行渲染的对象。一次栅格化通过流化光线跟踪器保留在内存中的表面数据,从而排除了很多全局场景信息。结果,光线追踪更自然地能够支持涉及全局信息的渲染效果,例如阴影,反射,折射和相机镜头效果。栅格化的时间复杂度约为O(N log(P)),其中N是基本多边形的数量,P是图像中像素的数量。相反,光线追踪的时间复杂度为O(P log(N)),因此光线追踪的比例更好地适用于具有许多原始多边形的大型场景,从而增加了表面细节。最后,一旦像素数量达到其极限,光线跟踪应通过允许增加对象数量而减少性能损失,从而超过光栅化性能。

著录项

  • 作者

    Spjut, Josef Bo.;

  • 作者单位

    The University of Utah.;

  • 授予单位 The University of Utah.;
  • 学科 Computer engineering.;Computer science.
  • 学位 Ph.D.
  • 年度 2015
  • 页码 129 p.
  • 总页数 129
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号