scholarly journals Constructing K-d Tree on GPU through Treelet Restructuring

2020 ◽  
pp. short56-1-short56-8
Author(s):  
Vadim Bulavintsev ◽  
Dmitry Zhdanov

With every new generation of graphics processing units (GPUs), offloading ray-tracing algorithms to GPUs becomes more feasible. Software-hardware solutions for ray-tracing focus on implementing its basic components, such as building and traversing bounding volume hierarchies (BVH). However, global illumination algorithms, such as photon mapping method, depend on another kind of acceleration structure, namely k-d trees. In this work, we adapt state-ofthe-art GPU-based BVH-building algorithm of treelet restructuring to k-d trees. By evaluating the performance of the resulting k-d tree, we show that treelet optimisation heuristic suitable for BVHs of triangles is inadequate for k-d trees of points.

Open Physics ◽  
2019 ◽  
Vol 17 (1) ◽  
pp. 527-544 ◽  
Author(s):  
Patryk Walewski ◽  
Tomasz Gałaj ◽  
Dominik Szajerman

Abstract Nowadays, rasterization is the most common method used to achieve real-time semi-photorealistic effects in games or interactive applications. Some of those effects are not easily achievable, thus require more complicated methods and are difficult to obtain. The appearance of the presented worlds depends to a large extent on the approximation to the physical basis of light behaviour in them. The best effects in this regard are global illumination algorithms. Each of them including ray tracing give the most plausible effects, but at cost of higher computational complexity. Today’s hardware allows usage of ray tracing methods in-real time on Graphics Processing Units (GPU) thanks to its parallel nature. However, using ray tracing as a single rendering method may still result in poor performance, especially when used to create many image effects in complex environments. In this paper we present a hybrid approach for real-time rendering using both rasterization and ray tracing using heuristic, which determines whether to render secondary effects such as shadows, reflections and refractions for individual objects considering their relevancy and cost of rendering those effects for these objects in particular case.


2019 ◽  
Vol 164 ◽  
pp. 139-146 ◽  
Author(s):  
Michael P. Howard ◽  
Antonia Statt ◽  
Felix Madutsa ◽  
Thomas M. Truskett ◽  
Athanassios Z. Panagiotopoulos

2021 ◽  
Vol 40 (2) ◽  
pp. 683-712
Author(s):  
Daniel Meister ◽  
Shinji Ogaki ◽  
Carsten Benthin ◽  
Michael J. Doyle ◽  
Michael Guthe ◽  
...  

Author(s):  
Daqi Lin ◽  
Elena Vasiou ◽  
Cem Yuksel ◽  
Daniel Kopta ◽  
Erik Brunvand

Bounding volume hierarchies (BVH) are the most widely used acceleration structures for ray tracing due to their high construction and traversal performance. However, the bounding planes shared between parent and children bounding boxes is an inherent storage redundancy that limits further improvement in performance due to the memory cost of reading these redundant planes. Dual-split trees can create identical space partitioning as BVHs, but in a compact form using less memory by eliminating the redundancies of the BVH structure representation. This reduction in memory storage and data movement translates to faster ray traversal and better energy efficiency. Yet, the performance benefits of dual-split trees are undermined by the processing required to extract the necessary information from their compact representation. This involves bit manipulations and branching instructions which are inefficient in software. We introduce hardware acceleration for dual-split trees and show that the performance advantages over BVHs are emphasized in a hardware ray tracing context that can take advantage of such acceleration. We provide details on how the operations needed for decoding dual-split tree nodes can be implemented in hardware and present experiments in a number of scenes with different sizes using path tracing. In our experiments, we have observed up to 31% reduction in render time and 38% energy saving using dual-split trees as compared to binary BVHs representing identical space partitioning.


2016 ◽  
Vol 27 (3-4) ◽  
pp. 358-368 ◽  
Author(s):  
Ulises Olivares ◽  
Héctor G. Rodríguez ◽  
Arturo García ◽  
Félix F. Ramos

Author(s):  
Pascal R Bähr ◽  
Bruno Lang ◽  
Peer Ueberholz ◽  
Marton Ady ◽  
Roberto Kersevan

Molflow+ is a Monte Carlo (MC) simulation software for ultra-high vacuum, mainly used to simulate pressure in particle accelerators. In this article, we present and discuss the design choices arising in a new implementation of its ray-tracing–based simulation unit for Nvidia RTX Graphics Processing Units (GPUs). The GPU simulation kernel was designed with Nvidia’s OptiX 7 API to make use of modern hardware-accelerated ray-tracing units, found in recent RTX series GPUs based on the Turing and Ampere architectures. Even with the challenges posed by switching to 32 bit computations, our kernel runs much faster than on comparable CPUs at the expense of a marginal drop in calculation precision.


2014 ◽  
Vol 4 (3) ◽  
Author(s):  
Branislav Sobota ◽  
Štefan Korečko ◽  
Csaba Szabó ◽  
František Hrozek

AbstractRay tracing is one of computer graphics methods for achieving the most realistic outputs. Its main disadvantage is high computation demands. Removal of this disadvantage is possible using parallelization due to the fact that the ray tracing method is inherently parallel. Solution presented in this article uses GPGPU (general-purpose computing on graphics processing units) technology and a predictive evaluation for the acceleration of ray tracing method. The CUDA C was selected as a GPGPU language and it was used for a conversion of a raytracer core. The main reason for choosing this language was usage of the Tesla C1060 graphics card. The predictive evaluation of a scene was based on the fact that total computation time increases proportionally with resolution. This evaluation allows selection of the optimal scene division for the parallel ray tracing. In tests, proposed GPGPU solution reached accelerations up to 28.3× comparing to CPU.


2021 ◽  
Author(s):  
Daiki Ishii ◽  
Masatomo Inui ◽  
Nobuyuki Umezu

Abstract By using the cutter location (CL) surface, fast and stable computation of the cutter path for machining complicated molds and dies can be realized. State-of-the-art graphics processing units (GPUs) are equipped with special hardware named ray tracing (RT) cores dedicated to image processing (called ray tracing) for 3D computer graphics. Using RT cores, it is possible to quickly compute the intersection points between a set of straight lines and polygons. In this paper, we propose a novel CL surface computation method using the RT core. The RT core was originally designed to accelerate 3D computer graphics processing. For the development of software using RT cores, it is necessary to use the OptiX application programming interface (API) library for computer graphics. We demonstrate how to use the OptiX API in the development of software for CL surface computations. Computational experiments were carried out, and it was confirmed that it is possible to obtain the CL surface based on a very high-resolution Z-map several times faster than the depth buffer-based method, which has been considered to be the fastest to date.


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