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An efficient parallel architecture for ray-tracing

机译:高效的光线追踪并行架构

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摘要

Real time rendering of three-dimensional scenes in high photorealistic details is a hard task, such as in the ray tracing rendering algorithm. In general, the performance achieved by a sequential software-based implementation of ray tracing is far from satisfactory. However, parallel implementations of ray tracing have been enabling reasonable real time performance, as the algorithm is embarrassingly parallel. Thus, a custom parallel design in hardware is likely to achieve an even higher performance. In this paper, we propose a hardware parallel architecture capable of dealing with the main desirable features of ray tracing, such as shadows and reflection effects, imposing low area cost and a promising rendering performance. Such architecture, called GridRT, is based on the Uniform Grid acceleration structure and is intended to deliver massive parallelism through parallel ray-triangle intersection tests as well as parallel processing of many rays. A hardware implementation of the proposed architecture is presented, together with some performance results and resources requirements. The rendering is reduced by 80% using a grid configuration of eight processing elements.
机译:在高逼真的细节中实时渲染三维场景是一项艰巨的任务,例如在光线跟踪渲染算法中。通常,通过基于软件的顺序跟踪光线跟踪实现的性能远不能令人满意。但是,光线跟踪的并行实现已经实现了合理的实时性能,因为该算法令人尴尬地是并行的。因此,硬件中的自定义并行设计可能会实现更高的性能。在本文中,我们提出了一种硬件并行体系结构,该体系结构能够处理光线跟踪的主要所需特征(例如阴影和反射效果),并具有较低的面积成本和有希望的渲染性能。这种称为GridRT的体系结构基于统一网格加速结构,旨在通过并行射线-三角形相交测试以及并行处理许多射线来提供大规模并行性。提出了所提出架构的硬件实现,以及一些性能结果和资源需求。使用八个处理元素的网格配置,可将渲染降低80%。

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