Abstract
We present a hybrid architecture, inspired by asynchronous BVH construction [1] , for ray tracing animated scenes. Our hybrid architecture utilizes heterogeneous hardware resources: dedicated ray-tracing hardware for BVH updates and ray traversal and a CPU for BVH reconstruction. We also present a traversal scheme using a primitive's axis-aligned bounding box (PrimAABB). This scheme reduces ray-primitive intersection tests by reusing existing BVH traversal units and the primAABB data for tree updates; it enables the use of shallow trees to reduce tree build times, tree sizes, and bus bandwidth requirements. Furthermore, we present a cache scheme that exploits consecutive memory access by reusing data in an L1 cache block. We perform cycle-accurate simulations to verify our architecture, and the simulation results indicate that the proposed architecture can achieve real-time Whitted ray tracing animated scenes at 1,920×1,200 resolution. This result comes from our high-performance hardware architecture and minimized resource requirements for tree updates.
Original language | English |
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Article number | 6960897 |
Pages (from-to) | 389-401 |
Number of pages | 13 |
Journal | IEEE Transactions on Visualization and Computer Graphics |
Volume | 21 |
Issue number | 3 |
DOIs | |
Publication status | Published - 2015 Mar 1 |
Bibliographical note
Publisher Copyright:© 1995-2012 IEEE.
All Science Journal Classification (ASJC) codes
- Software
- Signal Processing
- Computer Vision and Pattern Recognition
- Computer Graphics and Computer-Aided Design