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Interactive k-d tree GPU raytracing

Published: 30 April 2007 Publication History

Abstract

Over the past few years, the powerful computation rates and high memory bandwidth of GPUs have attracted efforts to run raytracing on GPUs. Our work extends Foley et al.'s GPU k-d tree research. We port their kd-restart algorithm from multi-pass, using CPU load balancing, to single pass, using current GPUs' branching and looping abilities. We introduce three optimizations: a packetized formulation, a technique for restarting partially down the tree instead of at the root, and a small, fixed-size stack that is checked before resorting to restart. Our optimized implementation achieves 15 - 18 million primary rays per second and 16 - 27 million shadow rays per second on our test scenes.
Our system also takes advantage of GPUs' strengths at rasterization and shading to offer a mode where rasterization replaces eye ray scene intersection, and primary hits and local shading are produced with standard Direct3D code. For 1024x1024 renderings of our scenes with shadows and Phong shading, we achieve 12-18 frames per second. Finally, we investigate the efficiency of our implementation relative to the computational resources of our GPUs and also compare it against conventional CPUs and the Cell processor, which both have been shown to raytrace well.

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cover image ACM Conferences
I3D '07: Proceedings of the 2007 symposium on Interactive 3D graphics and games
April 2007
196 pages
ISBN:9781595936288
DOI:10.1145/1230100
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 30 April 2007

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Author Tags

  1. Brook
  2. GPU computing
  3. data parallel computing
  4. programmable graphics hardware
  5. stream computing

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I3D07
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I3D07: Symposium on Interactive 3D Graphics and Games 2007
April 30 - May 2, 2007
Washington, Seattle

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Overall Acceptance Rate 148 of 485 submissions, 31%

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  • (2023)QuickFPS: Architecture and Algorithm Co-Design for Farthest Point Sampling in Large-Scale Point CloudsIEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems10.1109/TCAD.2023.327492242:11(4011-4024)Online publication date: Nov-2023
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