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Realtime Ray Tracing and Interactive Global Illumination - Scientific ...

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List of Figures<br />

2.1 <strong>Ray</strong> casting . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10<br />

2.2 Classical recursive ray tracing . . . . . . . . . . . . . . . . . . 12<br />

2.3 Camera, surface, light, <strong>and</strong> environment shaders . . . . . . . . 15<br />

5.1 Examples from the Utah <strong>Interactive</strong> <strong>Ray</strong> Tracer . . . . . . . . 47<br />

5.2 Examples from the Utah “Star-<strong>Ray</strong>” cluster ray tracing system 48<br />

5.3 The GPU as a stream processing hardware . . . . . . . . . . . 52<br />

5.4 Examples from Purcell’s ray tracer . . . . . . . . . . . . . . . 54<br />

5.5 B<strong>and</strong>width reduction in relation to packet size . . . . . . . . . 58<br />

5.6 The SaarCOR benchmark scenes . . . . . . . . . . . . . . . . 59<br />

5.7 Overview of the SaarCOR hardware architecture . . . . . . . . 61<br />

6.1 SIMD data organization . . . . . . . . . . . . . . . . . . . . . 79<br />

6.2 Overhead of 1:4 Traversal . . . . . . . . . . . . . . . . . . . . 84<br />

6.3 Shallower BSPs through SIMD 1:4 intersection . . . . . . . . . 84<br />

6.4 Loss of coherence at the hit points . . . . . . . . . . . . . . . . 87<br />

7.1 Kernel data organization . . . . . . . . . . . . . . . . . . . . . 94<br />

7.2 SoA Layout of the ray packets . . . . . . . . . . . . . . . . . . 98<br />

7.3 Memory organization of BSP nodes . . . . . . . . . . . . . . . 104<br />

7.4 BSP Traversal cases . . . . . . . . . . . . . . . . . . . . . . . . 105<br />

7.5 Surface Area Heuristic vs. Kaplan BSP example . . . . . . . . 113<br />

7.6 Post-process memory optimizations . . . . . . . . . . . . . . . 119<br />

7.7 Basic RTRT benchmarking scenes . . . . . . . . . . . . . . . . 120<br />

7.8 SAH – Getting stuck in local minima . . . . . . . . . . . . . . 121<br />

8.1 RTRT/OpenRT scalability . . . . . . . . . . . . . . . . . . . . 134<br />

9.1 BART example scenes . . . . . . . . . . . . . . . . . . . . . . 143<br />

9.2 The two-level hierarchy used for ray tracing dynamic scenes . 145<br />

9.3 Grouping of triangles into objects for hierarchical animation . 146<br />

9.4 Editing the 12.5 million triangle power plant scene . . . . . . 146

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