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首页> 外文期刊>ACM Transactions on Graphics >T&I Engine: Traversal and Intersection Engine for Hardware Accelerated Ray Tracing
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T&I Engine: Traversal and Intersection Engine for Hardware Accelerated Ray Tracing

机译:T&I引擎:用于硬件加速光线跟踪的遍历和相交引擎

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摘要

Ray tracing naturally supports high-quality global illumination ef- fects, but it is computationally costly. Traversal and intersection operations dominate the computation of ray tracing. To accelerate these two operations, we propose a hardware architecture integrat- ing three novel approaches. First, we present an ordered depth-first layout and a traversal architecture using this layout to reduce the required memory bandwidth. Second, we propose a three-phase ray-triangle intersection architecture that takes advantage of early exit. Third, we propose a latency hiding architecture defined as the ray accumulation unit. Cycle-accurate simulation results indicate our architecture can achieve interactive distributed ray tracing.
机译:光线跟踪自然可以支持高质量的全局照明效果,但计算成本很高。遍历和相交操作主导了光线跟踪的计算。为了加快这两个操作,我们提出了一种集成了三种新颖方法的硬件体系结构。首先,我们提出一种有序的深度优先布局和使用该布局的遍历架构,以减少所需的内存带宽。其次,我们提出了利用早期退出优势的三相射线三角形相交架构。第三,我们提出了一个潜伏期隐藏架构,定义为射线累积单元。周期精确的仿真结果表明我们的体系结构可以实现交互式分布式射线跟踪。

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