Flexible Ray Traversal with an Extended Programming Model

Won-Jong Lee, Gabor Liktor, K. Vaidyanathan
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引用次数: 5

Abstract

The availability of hardware-accelerated ray tracing in GPUs and standardized APIs has led to a rapid adoption of ray tracing in games. While these APIs allow programmable surface shading and intersections, most of the ray traversal is assumed to be fixed-function. As a result, the implementation of per-instance Level-of-Detail (LOD) techniques is very limited. In this paper, we propose an extended programming model for ray tracing which includes an additional programmable stage called the traversal shader that enables procedural selection of acceleration structures for instances. Using this programming model, we demonstrate multiple applications such as procedural multi-level instancing and stochastic LOD selection that can significantly reduce the bandwidth and memory footprint of ray tracing with no perceptible loss in image quality.
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具有扩展规划模型的柔性射线遍历
gpu中的硬件加速光线追踪和标准化api的可用性导致了光线追踪在游戏中的快速采用。虽然这些api允许可编程的表面着色和相交,但大多数光线遍历被认为是固定函数。因此,每个实例的详细级别(LOD)技术的实现非常有限。在本文中,我们提出了一种用于光线跟踪的扩展编程模型,其中包括一个额外的可编程阶段,称为遍历着色器,它允许对实例的加速结构进行程序选择。使用该编程模型,我们演示了程序多级实例化和随机LOD选择等多种应用,这些应用可以显着减少光线跟踪的带宽和内存占用,而不会造成图像质量的明显损失。
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