GPU Ray Tracing Based on Reduced Bounding Volume Hierarchies

Sai-Keung Wong, Yu-Chun Cheng, Shing-Yeu Lii
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引用次数: 1

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.
基于简化边界体层次结构的GPU光线跟踪
我们提出了一种基于剔除技术的边界体层次结构,用于在多核gpu上进行光线跟踪。这些物体相对于一组视图目标(包括相机和光源)被划分为三角形视图集。然后为每个视图集构建一个边界卷层次结构,即减少边界卷层次结构(RBVH)。每个RBVH都包含物体三角形的一部分。改进了原始光线和阴影光线的光线遍历,从而改善了光线跟踪。我们还处理彼此靠近的多个光源。我们的方法已经在多核gpu上实现,并对动态场景进行了评估。实验结果表明,该方法改善了原始光线和阴影光线的跟踪效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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