刘春峰, 邓仰东. 基于GPU的分块式光线追踪算法研究[J]. 微电子学与计算机, 2015, 32(10): 31-35,40. DOI: 10.19304/j.cnki.issn1000-7180.2015.10.007
引用本文: 刘春峰, 邓仰东. 基于GPU的分块式光线追踪算法研究[J]. 微电子学与计算机, 2015, 32(10): 31-35,40. DOI: 10.19304/j.cnki.issn1000-7180.2015.10.007
LIU Chun-feng, DENG Yang-dong. Tile-Based Ray Tracing on GPU[J]. Microelectronics & Computer, 2015, 32(10): 31-35,40. DOI: 10.19304/j.cnki.issn1000-7180.2015.10.007
Citation: LIU Chun-feng, DENG Yang-dong. Tile-Based Ray Tracing on GPU[J]. Microelectronics & Computer, 2015, 32(10): 31-35,40. DOI: 10.19304/j.cnki.issn1000-7180.2015.10.007

基于GPU的分块式光线追踪算法研究

Tile-Based Ray Tracing on GPU

  • 摘要: 提出一种分块光线追踪算法流程,以系统化方法提取内存访问的潜在一致性.将光线追踪空间加速数据结构拆分成能够载入片上快速存储器的子树,并根据块内容主动选择具有一致性的光线进行搜索,从而提升光线追踪内存访问的一致性,有效降低图形处理器对于带宽的要求.实验结果证明,此算法能够将不规则光线(如漫反射光)的搜索速度提升至同一次光线相当的水平.

     

    Abstract: In this paper, we develop a tiled-based ray tracing technique. This algorithm divides the acceleration data structure into tiles or tree-lets, which can fit onto GPU's on-chip memory, and traverses each part with corresponding rays. The coherence of rays and data structure can significantly reduce the demand for GPU bandwidth. Experiments prove that our algorithm improves the traversal efficiency of traversal of incoherent rays (e.g., diffuse rays) to a level that is comparable with that of highly coherent primary rays.

     

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