Realtime Ray Tracing on GPU with BVH-based Packet Traversal
- 1 September 2007
- conference paper
- conference paper
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 113-118
- https://doi.org/10.1109/rt.2007.4342598
Abstract
Recent GPU ray tracers can already achieve performance competitive to that of their CPU counterparts. Nevertheless, these systems can not yet fully exploit the capabilities of modern GPUs and can only handle medium-sized, static scenes. In this paper we present a BVH-based GPU ray tracer with a parallel packet traversal algorithm using a shared stack. We also present a fast, CPU-based BVH construction algorithm which very accurately approximates the surface area heuristic using streamed binning while still being one order of magnitude faster than previously published results. Furthermore, using a BVH allows us to push the size limit of supported scenes on the GPU: We can now ray trace the 12.7 million triangle Power Plant at 1024 times 1024 image resolution with 3 fps, including shading and shadows.Keywords
This publication has 14 references indexed in Scilit:
- Stackless KD‐Tree Traversal for High Performance GPU Ray TracingComputer Graphics Forum, 2007
- Fast kd-tree Construction with an Adaptive Error-Bounded HeuristicPublished by Institute of Electrical and Electronics Engineers (IEEE) ,2006
- RT-DEFORM: Interactive Ray Tracing of Dynamic Scenes using BVHsPublished by Institute of Electrical and Electronics Engineers (IEEE) ,2006
- Experiences with Streaming Construction of SAH KD-TreesPublished by Institute of Electrical and Electronics Engineers (IEEE) ,2006
- On building fast kd-Trees for Ray Tracing, and on doing that in O(N log N)Published by Institute of Electrical and Electronics Engineers (IEEE) ,2006
- KD-tree acceleration structures for a GPU raytracerPublished by Association for Computing Machinery (ACM) ,2005
- Ray tracing on programmable graphics hardwareACM Transactions on Graphics, 2002
- Interactive Rendering with Coherent Ray TracingComputer Graphics Forum, 2001
- Automatic Creation of Object Hierarchies for Ray TracingIEEE Computer Graphics and Applications, 1987
- Parallelism in random access machinesPublished by Association for Computing Machinery (ACM) ,1978