Ray Accelerator: Efficient and Flexible Ray Tracing on a Heterogeneous Architecture
We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the sc...
Ausführliche Beschreibung
Autor*in: |
Barringer, R [verfasserIn] |
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Format: |
Artikel |
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Sprache: |
Englisch |
Erschienen: |
2017 |
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Rechteinformationen: |
Nutzungsrecht: 2016 The Authors Computer Graphics Forum © 2016 The Eurographics Association and John Wiley & Sons Ltd. |
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Schlagwörter: |
I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism–Ray tracing |
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Übergeordnetes Werk: |
Enthalten in: Computer graphics forum - Oxford : Blackwell, 1982, 36(2017), 8, Seite 166-177 |
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Übergeordnetes Werk: |
volume:36 ; year:2017 ; number:8 ; pages:166-177 |
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DOI / URN: |
10.1111/cgf.13071 |
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OLC1999263162 |
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520 | |a We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. In addition, we introduce a method to support light paths with arbitrary recursion, such as multiple recursive Whitted‐style ray tracing and adaptive sampling where the result of a ray is examined before sending the next, while still batching up rays for the benefit of GPU‐accelerated traversal and vectorized shading. This allows our system to achieve high rendering performance while maintaining the flexibility to accommodate different rendering algorithms. We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. | ||
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10.1111/cgf.13071 doi PQ20171228 (DE-627)OLC1999263162 (DE-599)GBVOLC1999263162 (PRQ)p1901-84b473769b9c5d6c9045141d5ab2a8132b73c092812457ee44c5e6811ee54c290 (KEY)0120587020170000036000800166rayacceleratorefficientandflexibleraytracingonahet DE-627 ger DE-627 rakwb eng 004 DE-600 54.00 bkl Barringer, R verfasserin aut Ray Accelerator: Efficient and Flexible Ray Tracing on a Heterogeneous Architecture 2017 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. In addition, we introduce a method to support light paths with arbitrary recursion, such as multiple recursive Whitted‐style ray tracing and adaptive sampling where the result of a ray is examined before sending the next, while still batching up rays for the benefit of GPU‐accelerated traversal and vectorized shading. This allows our system to achieve high rendering performance while maintaining the flexibility to accommodate different rendering algorithms. We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. Nutzungsrecht: 2016 The Authors Computer Graphics Forum © 2016 The Eurographics Association and John Wiley & Sons Ltd. hardware I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism–Ray tracing ray tracing graphics hardware I.3.2 [Computer Graphics]: Graphics Systems rendering systems rendering Rendering Packets (communication) Ray tracing Adaptive sampling Recursive methods Visibility Shading Hybrid systems Andersson, M oth Akenine‐Möller, T oth Enthalten in Computer graphics forum Oxford : Blackwell, 1982 36(2017), 8, Seite 166-177 (DE-627)129621536 (DE-600)246488-3 (DE-576)015130568 0167-7055 nnns volume:36 year:2017 number:8 pages:166-177 http://dx.doi.org/10.1111/cgf.13071 Volltext http://onlinelibrary.wiley.com/doi/10.1111/cgf.13071/abstract https://search.proquest.com/docview/1973452669 http://lup.lub.lu.se/record/140cb1cc-0330-473b-95cb-2ad93e369606 GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-TEC SSG-OLC-CHE SSG-OLC-MAT SSG-OLC-GWK SSG-OLC-PHA SSG-OLC-DE-84 54.00 AVZ AR 36 2017 8 166-177 |
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10.1111/cgf.13071 doi PQ20171228 (DE-627)OLC1999263162 (DE-599)GBVOLC1999263162 (PRQ)p1901-84b473769b9c5d6c9045141d5ab2a8132b73c092812457ee44c5e6811ee54c290 (KEY)0120587020170000036000800166rayacceleratorefficientandflexibleraytracingonahet DE-627 ger DE-627 rakwb eng 004 DE-600 54.00 bkl Barringer, R verfasserin aut Ray Accelerator: Efficient and Flexible Ray Tracing on a Heterogeneous Architecture 2017 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. In addition, we introduce a method to support light paths with arbitrary recursion, such as multiple recursive Whitted‐style ray tracing and adaptive sampling where the result of a ray is examined before sending the next, while still batching up rays for the benefit of GPU‐accelerated traversal and vectorized shading. This allows our system to achieve high rendering performance while maintaining the flexibility to accommodate different rendering algorithms. We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. Nutzungsrecht: 2016 The Authors Computer Graphics Forum © 2016 The Eurographics Association and John Wiley & Sons Ltd. hardware I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism–Ray tracing ray tracing graphics hardware I.3.2 [Computer Graphics]: Graphics Systems rendering systems rendering Rendering Packets (communication) Ray tracing Adaptive sampling Recursive methods Visibility Shading Hybrid systems Andersson, M oth Akenine‐Möller, T oth Enthalten in Computer graphics forum Oxford : Blackwell, 1982 36(2017), 8, Seite 166-177 (DE-627)129621536 (DE-600)246488-3 (DE-576)015130568 0167-7055 nnns volume:36 year:2017 number:8 pages:166-177 http://dx.doi.org/10.1111/cgf.13071 Volltext http://onlinelibrary.wiley.com/doi/10.1111/cgf.13071/abstract https://search.proquest.com/docview/1973452669 http://lup.lub.lu.se/record/140cb1cc-0330-473b-95cb-2ad93e369606 GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-TEC SSG-OLC-CHE SSG-OLC-MAT SSG-OLC-GWK SSG-OLC-PHA SSG-OLC-DE-84 54.00 AVZ AR 36 2017 8 166-177 |
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10.1111/cgf.13071 doi PQ20171228 (DE-627)OLC1999263162 (DE-599)GBVOLC1999263162 (PRQ)p1901-84b473769b9c5d6c9045141d5ab2a8132b73c092812457ee44c5e6811ee54c290 (KEY)0120587020170000036000800166rayacceleratorefficientandflexibleraytracingonahet DE-627 ger DE-627 rakwb eng 004 DE-600 54.00 bkl Barringer, R verfasserin aut Ray Accelerator: Efficient and Flexible Ray Tracing on a Heterogeneous Architecture 2017 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. In addition, we introduce a method to support light paths with arbitrary recursion, such as multiple recursive Whitted‐style ray tracing and adaptive sampling where the result of a ray is examined before sending the next, while still batching up rays for the benefit of GPU‐accelerated traversal and vectorized shading. This allows our system to achieve high rendering performance while maintaining the flexibility to accommodate different rendering algorithms. We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. Nutzungsrecht: 2016 The Authors Computer Graphics Forum © 2016 The Eurographics Association and John Wiley & Sons Ltd. hardware I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism–Ray tracing ray tracing graphics hardware I.3.2 [Computer Graphics]: Graphics Systems rendering systems rendering Rendering Packets (communication) Ray tracing Adaptive sampling Recursive methods Visibility Shading Hybrid systems Andersson, M oth Akenine‐Möller, T oth Enthalten in Computer graphics forum Oxford : Blackwell, 1982 36(2017), 8, Seite 166-177 (DE-627)129621536 (DE-600)246488-3 (DE-576)015130568 0167-7055 nnns volume:36 year:2017 number:8 pages:166-177 http://dx.doi.org/10.1111/cgf.13071 Volltext http://onlinelibrary.wiley.com/doi/10.1111/cgf.13071/abstract https://search.proquest.com/docview/1973452669 http://lup.lub.lu.se/record/140cb1cc-0330-473b-95cb-2ad93e369606 GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-TEC SSG-OLC-CHE SSG-OLC-MAT SSG-OLC-GWK SSG-OLC-PHA SSG-OLC-DE-84 54.00 AVZ AR 36 2017 8 166-177 |
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10.1111/cgf.13071 doi PQ20171228 (DE-627)OLC1999263162 (DE-599)GBVOLC1999263162 (PRQ)p1901-84b473769b9c5d6c9045141d5ab2a8132b73c092812457ee44c5e6811ee54c290 (KEY)0120587020170000036000800166rayacceleratorefficientandflexibleraytracingonahet DE-627 ger DE-627 rakwb eng 004 DE-600 54.00 bkl Barringer, R verfasserin aut Ray Accelerator: Efficient and Flexible Ray Tracing on a Heterogeneous Architecture 2017 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. In addition, we introduce a method to support light paths with arbitrary recursion, such as multiple recursive Whitted‐style ray tracing and adaptive sampling where the result of a ray is examined before sending the next, while still batching up rays for the benefit of GPU‐accelerated traversal and vectorized shading. This allows our system to achieve high rendering performance while maintaining the flexibility to accommodate different rendering algorithms. We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. Nutzungsrecht: 2016 The Authors Computer Graphics Forum © 2016 The Eurographics Association and John Wiley & Sons Ltd. hardware I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism–Ray tracing ray tracing graphics hardware I.3.2 [Computer Graphics]: Graphics Systems rendering systems rendering Rendering Packets (communication) Ray tracing Adaptive sampling Recursive methods Visibility Shading Hybrid systems Andersson, M oth Akenine‐Möller, T oth Enthalten in Computer graphics forum Oxford : Blackwell, 1982 36(2017), 8, Seite 166-177 (DE-627)129621536 (DE-600)246488-3 (DE-576)015130568 0167-7055 nnns volume:36 year:2017 number:8 pages:166-177 http://dx.doi.org/10.1111/cgf.13071 Volltext http://onlinelibrary.wiley.com/doi/10.1111/cgf.13071/abstract https://search.proquest.com/docview/1973452669 http://lup.lub.lu.se/record/140cb1cc-0330-473b-95cb-2ad93e369606 GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-TEC SSG-OLC-CHE SSG-OLC-MAT SSG-OLC-GWK SSG-OLC-PHA SSG-OLC-DE-84 54.00 AVZ AR 36 2017 8 166-177 |
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10.1111/cgf.13071 doi PQ20171228 (DE-627)OLC1999263162 (DE-599)GBVOLC1999263162 (PRQ)p1901-84b473769b9c5d6c9045141d5ab2a8132b73c092812457ee44c5e6811ee54c290 (KEY)0120587020170000036000800166rayacceleratorefficientandflexibleraytracingonahet DE-627 ger DE-627 rakwb eng 004 DE-600 54.00 bkl Barringer, R verfasserin aut Ray Accelerator: Efficient and Flexible Ray Tracing on a Heterogeneous Architecture 2017 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. In addition, we introduce a method to support light paths with arbitrary recursion, such as multiple recursive Whitted‐style ray tracing and adaptive sampling where the result of a ray is examined before sending the next, while still batching up rays for the benefit of GPU‐accelerated traversal and vectorized shading. This allows our system to achieve high rendering performance while maintaining the flexibility to accommodate different rendering algorithms. We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. Nutzungsrecht: 2016 The Authors Computer Graphics Forum © 2016 The Eurographics Association and John Wiley & Sons Ltd. hardware I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism–Ray tracing ray tracing graphics hardware I.3.2 [Computer Graphics]: Graphics Systems rendering systems rendering Rendering Packets (communication) Ray tracing Adaptive sampling Recursive methods Visibility Shading Hybrid systems Andersson, M oth Akenine‐Möller, T oth Enthalten in Computer graphics forum Oxford : Blackwell, 1982 36(2017), 8, Seite 166-177 (DE-627)129621536 (DE-600)246488-3 (DE-576)015130568 0167-7055 nnns volume:36 year:2017 number:8 pages:166-177 http://dx.doi.org/10.1111/cgf.13071 Volltext http://onlinelibrary.wiley.com/doi/10.1111/cgf.13071/abstract https://search.proquest.com/docview/1973452669 http://lup.lub.lu.se/record/140cb1cc-0330-473b-95cb-2ad93e369606 GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-TEC SSG-OLC-CHE SSG-OLC-MAT SSG-OLC-GWK SSG-OLC-PHA SSG-OLC-DE-84 54.00 AVZ AR 36 2017 8 166-177 |
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We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. In addition, we introduce a method to support light paths with arbitrary recursion, such as multiple recursive Whitted‐style ray tracing and adaptive sampling where the result of a ray is examined before sending the next, while still batching up rays for the benefit of GPU‐accelerated traversal and vectorized shading. This allows our system to achieve high rendering performance while maintaining the flexibility to accommodate different rendering algorithms. We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. |
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We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. In addition, we introduce a method to support light paths with arbitrary recursion, such as multiple recursive Whitted‐style ray tracing and adaptive sampling where the result of a ray is examined before sending the next, while still batching up rays for the benefit of GPU‐accelerated traversal and vectorized shading. This allows our system to achieve high rendering performance while maintaining the flexibility to accommodate different rendering algorithms. We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. |
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We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. In addition, we introduce a method to support light paths with arbitrary recursion, such as multiple recursive Whitted‐style ray tracing and adaptive sampling where the result of a ray is examined before sending the next, while still batching up rays for the benefit of GPU‐accelerated traversal and vectorized shading. This allows our system to achieve high rendering performance while maintaining the flexibility to accommodate different rendering algorithms. We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. |
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