gpu辅助的大场景光线投射

D. Balciunas, L.P. Dulley, M. Zuffo
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引用次数: 11

摘要

我们实现了一个流水线渲染系统,它使用图形硬件内置的光栅方法预渲染场景的简化集。图形卡执行的计算被用作评估在CPU上运行的射线投射器的初始遍历点的估计。这个过程取代了对主射线使用复杂的空间细分结构,卸载了传统上由CPU执行的工作,并为加载额外的场景数据留下了额外的系统内存。射线遍历算法甚至跳过了使用传统空间细分通常难以映射的狭窄空白空间。我们实现了交互帧率(3-10帧/秒)在一台计算机上运行系统与传统的硬件
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GPU-Assisted Ray Casting of Large Scenes
We implemented a pipelined rendering system that pre-renders a reduced set of a scene using the raster method built in the graphics hardware. The computation performed by the graphics card is used as an estimate for evaluating the initial traversal points for a ray caster running on the CPU. This procedure replaces the use of complex spatial subdivision structures for primary rays, offloading work that would traditionally be executed by the CPU and leaving additional system memory available for loading extra scene data. The ray traversal algorithm skips even narrow empty spaces, which are usually hard to map using conventional spatial subdivision. We achieved interactive frame rates (3-10 frames/s) running the system on a single computer with conventional hardware
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