可编程图形硬件上的光线追踪

Timothy J. Purcell, I. Buck, W. Mark, P. Hanrahan
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引用次数: 3

摘要

最近在图形硬件方面出现了突破:固定的功能管道已经被可编程的顶点和片段处理器所取代。在不久的将来,图形管道很可能演变成一种通用的可编程流处理器,它不仅仅能够进行前馈三角形渲染。在本文中,我们评估了图形管道可编程性的这些趋势,并解释了光线追踪如何映射到图形硬件。利用我们的模拟器,我们分析了下一代可编程图形硬件上光线投射实现的性能。此外,我们比较了使用多通道实现的非分支可编程硬件和支持分支的体系结构之间的性能差异。我们还展示了这种方法如何适用于其他光线跟踪算法,如Whitted光线跟踪、路径跟踪和混合渲染算法。最后,我们证明了图形硬件上的光线跟踪可以证明比基于CPU的实现更快,并且可以与传统的硬件加速前馈三角形渲染相竞争。
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Ray tracing on programmable graphics hardware
Recently a breakthrough has occurred in graphics hardware: fixed function pipelines have been replaced with programmable vertex and fragment processors. In the near future, the graphics pipeline is likely to evolve into a general programmable stream processor capable of more than simply feed-forward triangle rendering.In this paper, we evaluate these trends in programmability of the graphics pipeline and explain how ray tracing can be mapped to graphics hardware. Using our simulator, we analyze the performance of a ray casting implementation on next generation programmable graphics hardware. In addition, we compare the performance difference between non-branching programmable hardware using a multipass implementation and an architecture that supports branching. We also show how this approach is applicable to other ray tracing algorithms such as Whitted ray tracing, path tracing, and hybrid rendering algorithms. Finally, we demonstrate that ray tracing on graphics hardware could prove to be faster than CPU based implementations as well as competitive with traditional hardware accelerated feed-forward triangle rendering.
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Session details: 3D acquisition and image based rendering Session details: Geometry Session details: Soft things Session details: Lighting and appearance Session details: Images and video
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