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Stackless KD-Tree traversal for high performance GPU ray tracing

机译:无堆栈KD-Tree遍历可实现高性能GPU光线跟踪

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摘要

Significant advances have been achieved for realtime ray tracing recently, but realtime performance for complex scenes still requires large computational resources not yet available from the CPUs in standard PCs. Incidentally, most of these PCs also contain modern GPUs that do offer much larger raw compute power However limitations in the programming and memory model have so far kept the performance of GPU ray tracers well below that of their CPU counterparts. In this paper we present a novel packet ray traversal implementation that completely eliminates the need for maintaining a stack during kd-tree traversal and that reduces the number of traversal steps per ray. While CPUs benefit moderately from the stackless approach, it improves GPU performance significantly. We achieve a peak performance of over 16 million rays per second,for reasonably complex scenes, including complex shading and secondary rays. Several examples show that with this new technique GPUs can actually outperform equivalent CPU based ray tracers.
机译:最近,对于实时光线跟踪已经取得了重大进展,但是复杂场景的实时性能仍然需要标准PC中的CPU尚无法提供的大量计算资源。顺便说一句,这些PC中的大多数还包含确实提供更大原始计算能力的现代GPU。但是,到目前为止,编程和内存模型的局限性使GPU光线追踪器的性能远低于其CPU同类产品。在本文中,我们提出了一种新颖的分组射线遍历实现,该实现完全消除了在kd树遍历期间维护堆栈的需求,并减少了每条射线的遍历步数。尽管CPU从无堆栈方法中受益匪浅,但它可以显着提高GPU性能。对于相当复杂的场景,包括复杂的阴影和辅助光线,我们达到了每秒超过1600万条光线的峰值性能。几个例子表明,使用这项新技术,GPU实际上可以胜过等效的基于CPU的光线跟踪器。

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