T&I engine: traversal and intersection engine for hardware accelerated ray tracing
Jae-Ho Nah, Jeong-Soo Park, Chanmin Park, Jin-Woo Kim, Yun-Hye Jung, Woo-Chan Park, Tack-Don Han
In ACM Transactions on Graphics, 30(6), December 2011.
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.
Keyword(s): global illumination, ray tracing, ray tracing hardware
@article{Nah:2011:TET,
author = {Jae-Ho Nah and Jeong-Soo Park and Chanmin Park and Jin-Woo Kim and Yun-Hye Jung and Woo-Chan Park and Tack-Don Han},
title = {T&I engine: traversal and intersection engine for hardware accelerated ray tracing},
journal = {ACM Transactions on Graphics},
volume = {30},
number = {6},
pages = {160:1--160:10},
month = dec,
year = {2011},
}
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