T&I engine: Traversal and intersection engine for hardware accelerated ray tracing

Jae Ho Nah, Jeong Soo Park, Chanmin Park, Jin Woo Kim, Yun Hye Jung, Woo Chan Park, Tack Don Han

Research output: Contribution to journalArticlepeer-review

32 Citations (Scopus)


Ray tracing naturally supports high-quality global illumination effects, but it is computationally costly. Traversal and intersection operations dominate the computation of ray tracing. To accelerate these two operations, we propose a hardware architecture integrating three novel approaches. First, we present an ordered depth-first layout and a traversal architecture using this layout to reduce the required memory bandwidth. Second, we propose a three-phase ray-triangle intersection architecture that takes advantage of early exit. Third, we propose a latency hiding architecture defined as the ray accumulation unit. Cycle-accurate simulation results indicate our architecture can achieve interactive distributed ray tracing.

Original languageEnglish
Article number160
JournalACM Transactions on Graphics
Issue number6
Publication statusPublished - 2011 Dec

All Science Journal Classification (ASJC) codes

  • Computer Graphics and Computer-Aided Design


Dive into the research topics of 'T&I engine: Traversal and intersection engine for hardware accelerated ray tracing'. Together they form a unique fingerprint.

Cite this