Title of article
Stackless KD-Tree Traversal for High Performance GPU Ray Tracing
Author/Authors
Stefan Popov ، نويسنده , , Johannes Gunther، نويسنده , , Hans-Peter ، نويسنده , , Seidel Philipp Slusallek، نويسنده ,
Issue Information
روزنامه با شماره پیاپی سال 2007
Pages
10
From page
415
To page
424
Abstract
Significant advances have been achieved for realtime ray tracing recently, but realtime performance for complex
scenes still requires large computational resources not yet available from the CPUs in standard PCs. Incidentally,
most of these PCs also contain modern GPUs that do offer much larger raw compute power. However, limitations
in the programming and memory model have so far kept the performance of GPU ray tracers well below that of
their CPU counterparts.
In this paper we present a novel packet ray traversal implementation that completely eliminates the need for
maintaining a stack during kd-tree traversal and that reduces the number of traversal steps per ray. While CPUs
benefit moderately from the stackless approach, it improves GPU performance significantly. We achieve a peak
performance of over 16 million rays per second for reasonably complex scenes, including complex shading and
secondary rays. Several examples show that with this new technique GPUs can actually outperform equivalent
CPU based ray tracers
Journal title
Computer Graphics Forum
Serial Year
2007
Journal title
Computer Graphics Forum
Record number
404826
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