HART: A Hybrid Architecture for Ray Tracing Animated Scenes
In: IEEE Transactions on Visualization and Computer Graphics, Jg. 21 (2015-03-01), S. 389-401
Online
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Zugriff:
We present a hybrid architecture, inspired by asynchronous BVH construction [1] , for ray tracing animated scenes. Our hybrid architecture utilizes heterogeneous hardware resources: dedicated ray-tracing hardware for BVH updates and ray traversal and a CPU for BVH reconstruction. We also present a traversal scheme using a primitive’s axis-aligned bounding box (PrimAABB). This scheme reduces ray-primitive intersection tests by reusing existing BVH traversal units and the primAABB data for tree updates; it enables the use of shallow trees to reduce tree build times, tree sizes, and bus bandwidth requirements. Furthermore, we present a cache scheme that exploits consecutive memory access by reusing data in an L1 cache block. We perform cycle-accurate simulations to verify our architecture, and the simulation results indicate that the proposed architecture can achieve real-time Whitted ray tracing animated scenes at $1{,}920\;\times\;1{,}200$ resolution. This result comes from our high-performance hardware architecture and minimized resource requirements for tree updates.
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HART: A Hybrid Architecture for Ray Tracing Animated Scenes
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Autor/in / Beteiligte Person: | Han, Tack-Don ; Jung, Seok-Yoon ; Park, Junho ; Kim, Jin-Woo ; Lee, Won-Jong ; Park, Jeong-Soo ; Manocha, Dinesh ; Park, Woo-Chan ; Nah, Jae-Ho |
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Zeitschrift: | IEEE Transactions on Visualization and Computer Graphics, Jg. 21 (2015-03-01), S. 389-401 |
Veröffentlichung: | Institute of Electrical and Electronics Engineers (IEEE), 2015 |
Medientyp: | unknown |
ISSN: | 1077-2626 (print) |
DOI: | 10.1109/tvcg.2014.2371855 |
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