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Ray Tracing by GPU

Ray Tracing by GPU. Ming Ouhyoung. Outline. Introduction Graphics Hardware Streaming Ray Tracing Discussion. Introduction to Ray Tracing. Why Use Programmable Graphics Cards. GPU vs. Chips specialized for ray tracing

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Ray Tracing by GPU

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  1. Ray Tracing by GPU Ming Ouhyoung

  2. Outline • Introduction • Graphics Hardware • Streaming Ray Tracing • Discussion

  3. Introduction to Ray Tracing

  4. Why Use Programmable Graphics Cards • GPU vs. Chips specialized for ray tracing • For the goal of providing maximum performance at the lowest cost, GPU can perform CPU-based algorithms without requiring fundamentally new hardware.

  5. Approach I • The Ray Engine [Graphics Hardware, 2002] • use textures to hold the model and ray data • use pixel shader to compute the intersection test • the result are read back on to the AGP bus (bottleneck)

  6. Approach II • Ray Tracing on Programmable Graphics Hardware[ACM Transactions on Graphics, 2002] • view a GPU as a general-purpose parallel/streaming processor • map ray tracing onto a streaming model of computation

  7. Graphics Hardware

  8. Graphics Pipeline

  9. Ray Tracing Kernels • Eye Ray Generator • produces a stream of viewing rays (pixels) • Traverser • steps rays through the grid until the ray encounters a voxel containing triangles. • Intersector • Shader

  10. Traverser

  11. Intersector • Test ray intersections with all the triangles contained in the voxel. • 2 types of output: • If hit then output the ray and the triangle for shading. • else pass the ray back to the Traverser and the search continues.

  12. Shader • If a ray terminates at this hit, then the color is written to the accumulated image. • may generate shadow or secondary rays and pass them back to the traversal stage.

  13. Streaming Ray Tracing

  14. Pixel Shader Architecture • Multipass Architecture • Branching is implemented by loop • Branching Architecture • requires only a single pass. • requires significantly less bandwidth, and is compute-limited.

  15. Discussion • Acceleration data structures • Static vs. Dynamic scenes • Multipass vs. Branching • CPU vs. GPU

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