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T&I engine: traversal and intersection engine for hardware accelerated ray tracing

Published: 12 December 2011 Publication History

Abstract

Ray tracing naturally supports high-quality global illumination effects, but it is computationally costly. Traversal and intersection operations dominate the computation of ray tracing. To accelerate these two operations, we propose a hardware architecture integrating three novel approaches. First, we present an ordered depth-first layout and a traversal architecture using this layout to reduce the required memory bandwidth. Second, we propose a three-phase ray-triangle intersection architecture that takes advantage of early exit. Third, we propose a latency hiding architecture defined as the ray accumulation unit. Cycle-accurate simulation results indicate our architecture can achieve interactive distributed ray tracing.

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    cover image ACM Transactions on Graphics
    ACM Transactions on Graphics  Volume 30, Issue 6
    December 2011
    678 pages
    ISSN:0730-0301
    EISSN:1557-7368
    DOI:10.1145/2070781
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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 12 December 2011
    Published in TOG Volume 30, Issue 6

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    Author Tags

    1. global illumination
    2. ray tracing
    3. ray tracing hardware

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    • (2024)Extending GPU Ray-Tracing Units for Hierarchical Search Acceleration2024 57th IEEE/ACM International Symposium on Microarchitecture (MICRO)10.1109/MICRO61859.2024.00079(1027-1040)Online publication date: 2-Nov-2024
    • (2022)ICARUSACM Transactions on Graphics10.1145/3550454.355550541:6(1-14)Online publication date: 30-Nov-2022
    • (2022)Agglomerative Memory and Thread Scheduling for High-Performance Ray-Tracing on GPUsIEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems10.1109/TCAD.2021.305891041:2(334-345)Online publication date: Mar-2022
    • (2021)A Survey on Bounding Volume Hierarchies for Ray TracingComputer Graphics Forum10.1111/cgf.14266240:2(683-712)Online publication date: 4-Jun-2021
    • (2018)PLOCTreeProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/32333091:2(1-19)Online publication date: 24-Aug-2018
    • (2017)MergeTreeACM Transactions on Graphics10.1145/313270236:5(1-14)Online publication date: 11-Oct-2017
    • (2017)Toward Real-Time Ray TracingACM Computing Surveys10.1145/310406750:4(1-41)Online publication date: 30-Aug-2017
    • (2017)Caching architecture for flexible FPGA ray tracing platformJournal of Parallel and Distributed Computing10.1016/j.jpdc.2017.01.001104(61-72)Online publication date: Jun-2017
    • (2016)Bandwidth-efficient BVH layout for incremental hardware traversalProceedings of High Performance Graphics10.5555/2977336.2977344(51-61)Online publication date: 20-Jun-2016
    • (2016)Watertight ray traversal with reduced precisionProceedings of High Performance Graphics10.5555/2977336.2977342(33-40)Online publication date: 20-Jun-2016
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