GPU ray tracing based on reduced bounding volume hierarchies

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

*此作品的通信作者

研究成果: Conference contribution同行評審

1 引文 斯高帕斯(Scopus)

摘要

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.

原文English
主出版物標題CGiV 2012 - 2012 9th International Conference on Computer Graphics, Imaging and Visualization
頁面1-6
頁數6
DOIs
出版狀態Published - 6 11月 2012
事件2012 9th International Conference on Computer Graphics, Imaging and Visualization, CGiV 2012 - Hsinchu, Taiwan
持續時間: 25 7月 201227 7月 2012

出版系列

名字CGiV 2012 - 2012 9th International Conference on Computer Graphics, Imaging and Visualization

Conference

Conference2012 9th International Conference on Computer Graphics, Imaging and Visualization, CGiV 2012
國家/地區Taiwan
城市Hsinchu
期間25/07/1227/07/12

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