Abstract
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 language | English |
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Article number | 160 |
Journal | ACM Transactions on Graphics |
Volume | 30 |
Issue number | 6 |
DOIs | |
Publication status | Published - 2011 Dec |
All Science Journal Classification (ASJC) codes
- Computer Graphics and Computer-Aided Design