Hyppää sisältöön
    • Suomeksi
    • In English
Trepo
  • Suomeksi
  • In English
  • Kirjaudu
Näytä viite 
  •   Etusivu
  • Trepo
  • TUNICRIS-julkaisut
  • Näytä viite
  •   Etusivu
  • Trepo
  • TUNICRIS-julkaisut
  • Näytä viite
JavaScript is disabled for your browser. Some features of this site may not work without it.

PLOCTree: A Fast, High-Quality Hardware BVH Builder

Viitanen, Timo; Koskela, Matias; Jääskeläinen, Pekka; Tervo, Aleksi; Takala, Jarmo (2018-08-12)

 
Avaa tiedosto
paper.pdf (2.874Mt)
Lataukset: 



Viitanen, Timo
Koskela, Matias
Jääskeläinen, Pekka
Tervo, Aleksi
Takala, Jarmo
12.08.2018

Proceedings of the ACM on Computer Graphics and Interactive Techniques
This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
doi:10.1145/3233309
Näytä kaikki kuvailutiedot
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tty-201809192322

Kuvaus

Peer reviewed
Tiivistelmä
In the near future, GPUs are expected to have hardware support for real-time ray tracing in order to, e.g., help render complex lighting effects in video games and enable photorealistic augmented reality. One challenge in real-time ray tracing is dynamic scene support, that is, rebuilding or updating the spatial data structures used to accelerate rendering whenever the scene geometry changes. This paper proposes PLOCTree, an accelerator for tree construction based on the Parallel Locally-Ordered Clustering (PLOC) algorithm. Tree construction is highly memory-intensive, thus for the hardware implementation, the algorithm is rewritten into a bandwidtheconomical form which converts most of the external memory traffic of the original software-based GPU implementation into streaming on-chip data traffic. As a result, the proposed unit is 3.9 times faster and uses 7.7 times less memory bandwidth than the GPU implementation. Compared to state-of-the-art hardware builders, PLOCTree gives a superior performance-quality tradeoff: it is nearly as fast as a state-of-the-art low-quality linear builder, while producing trees of similar Surface Area Heuristic (SAH) cost as a comparatively expensive binned SAH sweep builder.
Kokoelmat
  • TUNICRIS-julkaisut [22924]
Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste
 

 

Selaa kokoelmaa

TekijätNimekkeetTiedekunta (2019 -)Tiedekunta (- 2018)Tutkinto-ohjelmat ja opintosuunnatAvainsanatJulkaisuajatKokoelmat

Omat tiedot

Kirjaudu sisäänRekisteröidy
Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste