Sciweavers

Share
EUROGRAPHICS
2010
Eurographics

Fast Ray Sorting and Breadth-First Packet Traversal for GPU Ray Tracing

9 years 2 months ago
Fast Ray Sorting and Breadth-First Packet Traversal for GPU Ray Tracing
We present a novel approach to ray tracing execution on commodity graphics hardware using CUDA. We decompose a standard ray tracing algorithm into several data-parallel stages that are mapped efficiently to the massively parallel architecture of modern GPUs. These stages include: ray sorting into coherent packets, creation of frustums for packets, breadth-first frustum traversal through a bounding volume hierarchy for the scene, and localized ray-primitive intersections. We utilize the well known parallel primitives scan and segmented scan in order to process irregular data structures, to remove the need for a stack, and to minimize branch divergence in all stages. Our ray sorting stage is based on applying hash values to individual rays, ray stream compression, sorting and decompression. Our breadth-first BVH traversal is based on parallel frustum-bounding box intersection tests and parallel scan per each BVH level. We demonstrate our algorithm with area light sources to get ...
Kirill Garanzha and Charles Loop
Added 10 Apr 2010
Updated 10 Apr 2010
Type Conference
Year 2010
Where EUROGRAPHICS
Authors Kirill Garanzha and Charles Loop
Comments (0)
books