• DocumentCode
    3291549
  • Title

    GPU Ray Tracing Based on Reduced Bounding Volume Hierarchies

  • Author

    Wong, Sai-Keung ; Cheng, Yu-Chun ; Lii, Shing-Yeu

  • Author_Institution
    Dept. of Comput. Sci., Nat. Chiao Tung Univ., Hsinchu, Taiwan
  • fYear
    2012
  • fDate
    25-27 July 2012
  • Firstpage
    1
  • Lastpage
    6
  • Abstract
    We present a bounding volume hierarchy construction based on a culling technique for performing ray tracing on manycore GPUs. The objects are divided into view-sets of triangles with respect to a set of view targets (including the camera and the light sources). A bounding volume hierarchy, namely reduced bounding volume hierarchy (RBVH), is then constructed for each view-set. Each RBVH contains a portion of the triangles of the objects. The ray traversal is improved for primary and shadow rays, leading to a net improvement of ray tracing. We also handle multiple lights that are close to each other. Our method has been implemented on manycore GPUs and evaluated for dynamics scenes. Experimental results show that our method improves ray tracing for primary and shadow rays.
  • Keywords
    graphics processing units; multiprocessing systems; ray tracing; GPU ray tracing; culling technique; dynamics scenes; manycore GPU; ray traversal; reduced bounding volume hierarchy construction; Acceleration; Cameras; Computational modeling; Graphics processing unit; Light sources; Ray tracing; Timing; bounding volume hierarchy; culling technique; manycore GPUs; ray tracing;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computer Graphics, Imaging and Visualization (CGIV), 2012 Ninth International Conference on
  • Conference_Location
    Hsinchu
  • Print_ISBN
    978-1-4673-2335-2
  • Electronic_ISBN
    978-0-7695-4778-7
  • Type

    conf

  • DOI
    10.1109/CGIV.2012.12
  • Filename
    6298231