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Two-Level Grids for Ray Tracing on GPUs

机译:用于GPU上光线追踪的两层网格

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摘要

We investigate the use of two-level nested grids as acceleration structure for ray tracing of dynamic scenes. We propose a massively parallel, sort-based construction algorithm and show that the two-level grid is one of the structures that is fastest to construct on modern graphics processors. The structure handles non-uniform primitive distributions more robustly than the uniform grid and its traversal performance is comparable to those of other high quality acceleration structures used for dynamic scenes. We propose a cost model to determine the grid resolution and improve SIMD utilization during ray-triangle intersection by employing a hybrid packetization strategy. The build times and ray traversal acceleration provide overall rendering performance superior to previous approaches for real time rendering of animated scenes on GPUs.
机译:我们研究了使用两层嵌套网格作为动态场景的光线跟踪的加速结构。我们提出了一种大规模并行的,基于排序的构造算法,并证明了两级网格是在现代图形处理器上构造最快的结构之一。与统一网格相比,该结构处理非均匀基元分布的鲁棒性更高,其遍历性能与用于动态场景的其他高质量加速结构的性能相当。我们提出了一种成本模型,通过采用混合打包策略来确定网格分辨率并提高射线三角形相交期间的SIMD利用率。构建时间和光线遍历加速提供了优于以前在GPU上实时渲染动画场景的方法的总体渲染性能。

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