Thiago Ize, Ingo Wald, Chelsea Robertson, Steven G. Parker
{"title":"An Evaluation of Parallel Grid Construction for Ray Tracing Dynamic Scenes","authors":"Thiago Ize, Ingo Wald, Chelsea Robertson, Steven G. Parker","doi":"10.1109/RT.2006.280214","DOIUrl":null,"url":null,"abstract":"We describe and analyze several ways to parallelize the rebuild of a grid acceleration structure used for interactive ray tracing of dynamic scenes. While doing so, we also analyze memory system performance on a multi-core multi-processor system. In particular, we present a scalable sort-middle approach that uses a minimum amount of synchronization, scales to many CPUs, and becomes performance limited only by memory bandwidth. This algorithm is capable of rebuilding grids within a fraction of a second, enabling interactive ray tracing of large multi-million triangle scenes","PeriodicalId":158017,"journal":{"name":"2006 IEEE Symposium on Interactive Ray Tracing","volume":"209 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2006-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"42","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2006 IEEE Symposium on Interactive Ray Tracing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/RT.2006.280214","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 42
Abstract
We describe and analyze several ways to parallelize the rebuild of a grid acceleration structure used for interactive ray tracing of dynamic scenes. While doing so, we also analyze memory system performance on a multi-core multi-processor system. In particular, we present a scalable sort-middle approach that uses a minimum amount of synchronization, scales to many CPUs, and becomes performance limited only by memory bandwidth. This algorithm is capable of rebuilding grids within a fraction of a second, enabling interactive ray tracing of large multi-million triangle scenes