Effective ray tracing of large 3D scenes through mobile distributed computing

Woong Seo, Yeonsoo Kim, I. Ihm
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引用次数: 1

Abstract

Ray tracing large-scale 3D scenes at interactive frame rates is a challenging problem on mobile devices. In this paper, we present a mobile ray tracing system that aims to render large scenes with many millions of triangles at interactive speeds on a small-scale mobile cluster. To mitigate performance degradation due to excessive data communication on mobile and wireless networks with still high latency, we employ a tile-based rendering strategy where each participating mobile device keeps an entire copy of the necessary rendering data. To realize such a system, we compress the 3D scene data to a size loadable into graphics memory, which enables an effective mobile GPU ray tracing. Also, by using a careful interaction scheme between the master and slave devices in the mobile cluster, we enhance the efficiency of the mobile distributed GPU ray tracing markedly.
通过移动分布式计算实现大型3D场景的有效光线跟踪
在移动设备上,以交互帧率对大规模3D场景进行光线追踪是一个具有挑战性的问题。在本文中,我们提出了一个移动光线追踪系统,旨在以交互式速度在小型移动集群上渲染具有数百万个三角形的大型场景。为了减轻由于移动和无线网络上的过度数据通信而导致的性能下降,我们采用了基于tile的渲染策略,其中每个参与的移动设备都保留了必要的渲染数据的完整副本。为了实现这样的系统,我们将3D场景数据压缩到可加载到图形存储器的大小,从而实现有效的移动GPU光线跟踪。此外,通过在移动集群中采用一种精心设计的主从设备交互方案,我们显著提高了移动分布式GPU光线跟踪的效率。
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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