fpga上的柔性层次光线追踪

Sam Collinson, O. Sinnen
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引用次数: 0

摘要

渲染程序使用光线追踪来人为地创建逼真的场景,否则这些场景太危险、太昂贵或在物理上不可能制作。渲染过程的加速可以通过空间或对象层次结构来实现,其目的是通过交换结构的遍历来限制沿射线路径进行昂贵的射线-对象相交计算的数量。由于具有广泛的固有并行性,光线追踪受益于GPU加速,但也可能受益于fpga提供的更灵活的控制流和内存架构。我们提出了一个灵活的基于FPGA的光线追踪平台,能够遍历不同宽度和类型的加速层次来评估它们的效率。该平台由四个主要控制器组成,分别用于通信、遍历、交叉和存储。该平台通过PCIexpress与开源c++渲染器LuxRays接口,将用于计算的数据传输到板载内存。我们在目标设备上实现了250MHz的平台配置,与CPU和GPU渲染相比,显示出有希望的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Flexible hierarchy ray tracing on FPGAs
Rendering programs use ray tracing to artificially create photo-realistic scenes that would otherwise be too dangerous, too costly or physically impossible to fabricate. Acceleration of the rendering process can be achieved through spatial or object hierarchy structures, which aim to restrict the number of expensive ray-object intersection calculations along a ray path by trading them for traversal of the structure. With extensive inherent parallelism, ray tracing benefits from GPU acceleration but may also benefit from the more flexible control flow and memory architecture available with FPGAs. We present a flexible FPGA based ray tracing platform capable of traversing varying widths and types of acceleration hierarchies to evaluate their efficiency. The platform consists of four main controllers for communication, traversal, intersection and memory. The platform interfaces with LuxRays, an open-source C++ renderer, over PCIexpress to transfer data for computation to onboard memory. We implement a configuration of the platform at 250MHz on our target device that shows promising results compared to CPU and GPU renders.
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