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