DocumentCode
1568770
Title
Realtime Ray Tracing on GPU with BVH-based Packet Traversal
Author
Günther, Johannes ; Popov, Stefan ; Seidel, Hans-Peter ; Slusallek, Philipp
Author_Institution
MPI Inf., Saarbrucken
fYear
2007
Firstpage
113
Lastpage
118
Abstract
Recent GPU ray tracers can already achieve performance competitive to that of their CPU counterparts. Nevertheless, these systems can not yet fully exploit the capabilities of modern GPUs and can only handle medium-sized, static scenes. In this paper we present a BVH-based GPU ray tracer with a parallel packet traversal algorithm using a shared stack. We also present a fast, CPU-based BVH construction algorithm which very accurately approximates the surface area heuristic using streamed binning while still being one order of magnitude faster than previously published results. Furthermore, using a BVH allows us to push the size limit of supported scenes on the GPU: We can now ray trace the 12.7 million triangle Power Plant at 1024 times 1024 image resolution with 3 fps, including shading and shadows.
Keywords
ray tracing; BVH-based packet traversal; GPU ray tracers; parallel packet traversal; realtime ray tracing; Acceleration; Computer graphics; Data structures; Furnaces; Layout; Light sources; Random access memory; Ray tracing; Streaming media; Yarn; I.3.6 [Computer Graphics]: Methodology and Techniques Realism¿Graphics data structures and data types I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism¿Raytracing;
fLanguage
English
Publisher
ieee
Conference_Titel
Interactive Ray Tracing, 2007. RT '07. IEEE Symposium on
Conference_Location
Ulm
Print_ISBN
978-1-4244-1629-5
Type
conf
DOI
10.1109/RT.2007.4342598
Filename
4342598
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