An Evaluation of Parallel Grid Construction for Ray Tracing Dynamic Scenes

Thiago Ize, Ingo Wald, Chelsea Robertson, Steven G. Parker
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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
光线追踪动态场景的并行网格结构评价
我们描述和分析了几种并行重建网格加速结构的方法,用于动态场景的交互式光线跟踪。在此过程中,我们还分析了多核多处理器系统上的内存系统性能。特别是,我们提出了一种可扩展的排序-中间方法,它使用最少的同步,可扩展到许多cpu,并且性能仅受内存带宽的限制。该算法能够在几分之一秒内重建网格,实现大型数百万三角形场景的交互式光线跟踪
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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