Fast Ray Sorting and Breadth-First Packet Traversal for GPU Ray Tracing
Kirill Garanzha, Charles Loop
In Computer Graphics Forum, 29(2), 2010.
Abstract: We present a novel approach to ray tracing execution on commodity graphics hardware using CUDA. We decompose a standard ray tracing algorithm into several data-parallel stages that are mapped efficiently to the massively parallel architecture of modern GPUs. These stages include: ray sorting into coherent packets, creation of frustums for packets, breadth-first frustum traversal through a bounding volume hierarchy for the scene, and localized ray-primitive intersections. We utilize the well known parallel primitives scan and segmented scan in order to process irregular data structures, to remove the need for a stack, and to minimize branch divergence in all stages. Our ray sorting stage is based on applying hash values to individual rays, ray stream compression, sorting and decompression. Our breadth-first BVH traversal is based on parallel frustum-bounding box intersection tests and parallel scan per each BVH level.We demonstrate our algorithm with area light sources to get a soft shadow effect and show that our concept is reasonable for GPU implementation. For the same data sets and ray-primitive intersection routines our pipeline is ∼3x faster than an optimized standard depth first ray tracing implemented in one kernel.
Keyword(s): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism – Raytracing
@article{CGF:CGF1598,
author = {Kirill Garanzha and Charles Loop},
title = {Fast Ray Sorting and Breadth-First Packet Traversal for GPU Ray Tracing},
journal = {Computer Graphics Forum},
volume = {29},
number = {2},
pages = {289--298},
year = {2010},
}
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