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Realtime Ray Tracing on GPU with BVH-based Packet Traversal

机译:基于BVH的数据包遍历在GpU上进行实时光线跟踪

摘要

Recent GPU ray tracers can already achieve performance competitive to that of their CPU counterparts. Nevertheless, these systems can not yet fully exploit the capabilities of modern GPUs and can only handle medium-sized, static scenes. In this paper we present a BVH-based GPU ray tracer with a parallel packet traversal algorithm using a shared stack. We also present a fast, CPU-based BVH construction algorithm which very accurately approximates the surface area heuristic using streamed binning while still being one order of magnitude faster than previously published results. Furthermore, using a BVH allows us to push the size limit of supported scenes on the GPU: We can now ray trace the 12.7~million triangle extsc{Power Plant} at 1024$imes$1024 image resolution with 3~fps, including shading and shadows.
机译:最近的GPU光线跟踪器已经可以实现与CPU同类产品相比具有竞争力的性能。尽管如此,这些系统仍无法充分利用现代GPU的功能,只能处理中等大小的静态场景。在本文中,我们介绍了一种基于BVH的GPU光线跟踪器,该跟踪器使用共享堆栈执行并行数据包遍历算法。我们还提出了一种基于CPU的快速BVH构造算法,该算法可使用流合并非常精确地近似表面积启发法,但仍比以前发布的结果快一个数量级。此外,使用BVH可以使我们在GPU上推动受支持场景的大小限制:现在,我们可以以3〜fps的分辨率以1024 $ times $ 1024的图像分辨率光线跟踪12.7〜百万个三角形 textsc {Power Plant},包括阴影和阴影。

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