Skip to main content

Multi-kernel Ray Traversal for Graphics Processing Units

  • Conference paper
  • First Online:
  • 610 Accesses

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 550))

Abstract

Ray tracing is a very popular family of algorithms that are used to compute images with high visual quality. One of its core challenges is designing an efficient mapping of ray traversal computations to massively parallel hardware architectures like modern algorithms graphics processing units (GPUs).

In this paper we investigate the performance of state-of-the-art ray traversal algorithms on GPUs and discuss their potentials and limitations. Based on this analysis, a novel ray traversal scheme called batch tracing is proposed. It subdivides the task into multiple kernels, each of which is designed for efficient parallel execution. Our algorithm achieves comparable performance to current approaches and represents a promising direction for future research.

This is a preview of subscription content, log in via an institution.

References

  1. Aila, T., Karras, T.: Architecture considerations for tracing incoherent rays. In: Proceedings of the Conference on High Performance Graphics, HPG 2010, pp. 113–122. Eurographics Association, Saarbrücken (2010). http://portal.acm.org/citation.cfm?id=1921479.1921497

  2. Aila, T., Laine, S.: Understanding the efficiency of ray traversal on GPUs. In: Proceedings of the Conference on High Performance Graphics 2009, HPG 2009, pp. 145–149. ACM, New York (2009). http://doi.acm.org/10.1145/1572769.1572792

  3. Aila, T., Laine, S., Karras, T.: Understanding the efficiency of ray traversal on GPUs - kepler and fermi addendum. NVIDIA Technical report NVR-2012-02, NVIDIA Corporation, June 2012

    Google Scholar 

  4. Cazals, F., Sbert, M.: Some integral geometry tools to estimate the complexity of 3D scenes. Technical report, iMAGIS/GRAVIR-IMAG, Grenoble, France, Departament dInformtica i Matemtica Aplicada, Universitat de Girona, Spain (1997)

    Google Scholar 

  5. Garanzha, K.: Fast ray sorting and breadth-first packet traversal for GPU ray tracing. Oral presentation at EG2010 (2010)

    Article  Google Scholar 

  6. Garanzha, K., Loop, C.: Fast ray sorting and breadth-first packet traversal for GPU ray tracing. In: Proceedings of the Eurographics, EG 2010, pp. 289–298. Eurographics Association (2010). http://research.microsoft.com/en-us/um/people/cloop/GaranzhaLoop2010.pdf

    Article  Google Scholar 

  7. Guthe, M.: Latency considerations of depth-first GPU ray tracing. In: Galin, E., Wand, M. (eds.) EG 2014 - Short Papers, pp. 53–56. Eurographics Association, Strasbourg (2014). http://diglib.eg.org/EG/DL/conf/EG2014/short/053-056.pdf

  8. Hoberock, J., Lu, V., Jia, Y., Hart, J.C.: Stream compaction for deferred shading. In: Proceedings of the Conference on High Performance Graphics 2009, HPG 2009, pp. 173–180. ACM, New York (2009). http://doi.acm.org/10.1145/1572769.1572797

  9. Lindholm, E., Nickolls, J., Oberman, S., Montrym, J.: NVIDIA tesla: a unified graphics and computing architecture. IEEE Micro 28(2), 39–55 (2008)

    Article  Google Scholar 

  10. NVIDIA: Nvidia’s Next Generation Cuda compute architecture: Fermi (2009)

    Google Scholar 

  11. NVidia: Nvidia gk110 architecture whitepaper (2012). http://www.nvidia.com/content/PDF/kepler/NVIDIA-Kepler-GK110-Architecture-Whitepaper.pdf

  12. Pantaleoni, J., Fascione, L., Hill, M., Aila, T.: Pantaray: fast ray-traced occlusion caching of massive scenes. In: ACM SIGGRAPH 2010 papers, SIGGRAPH 2010, pp. 37:1–37:10. ACM, New York (2010). http://doi.acm.org/10.1145/1833349.1778774

  13. Tzeng, S., Patney, A., Owens, J.D.: Task management for irregular-parallel workloads on the GPU. In: Doggett, M., Laine, S., Hunt, W. (eds.) High Performance Graphics, pp. 29–37. Eurographics Association (2010). http://dl.acm.org/citation.cfm?id=1921485

  14. Wald, I.: Active thread compaction for GPU path tracing. In: Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics, HPG 2011, pp. 51–58. ACM, New York (2011). http://doi.acm.org/10.1145/2018323.2018331

Download references

Acknowledgements

We thank Marko Dabrovic for providing the Sibenik cathedral model and the University of Utah for the Fairy Scene. Many thanks also go to Timo Aila for making his testing and benchmarking framework publicly available. We also want to thank the anonymous reviewers for their valuable comments.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Thomas Schiffer .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2015 Springer International Publishing Switzerland

About this paper

Cite this paper

Schiffer, T., Fellner, D.W. (2015). Multi-kernel Ray Traversal for Graphics Processing Units. In: Battiato, S., Coquillart, S., Pettré, J., Laramee, R., Kerren, A., Braz, J. (eds) Computer Vision, Imaging and Computer Graphics - Theory and Applications. VISIGRAPP 2014. Communications in Computer and Information Science, vol 550. Springer, Cham. https://doi.org/10.1007/978-3-319-25117-2_6

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-25117-2_6

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-25116-5

  • Online ISBN: 978-3-319-25117-2

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics