On Ray Reordering Techniques for Faster GPU Ray Tracing

被引:7
|
作者
Meister, Daniel [1 ,2 ]
Boksansky, Jakub [2 ,3 ]
Guthe, Michael [4 ]
Bittner, Jiri [2 ]
机构
[1] Univ Tokyo, Tokyo, Japan
[2] Czech Tech Univ, Prague, Czech Republic
[3] NVIDIA, Santa Clara, CA USA
[4] Univ Bayreuth, Bayreuth, Germany
来源
I3D 2020: ACM SIGGRAPH SYMPOSIUM ON INTERACTIVE 3D GRAPHICS AND GAMES | 2020年
关键词
ray tracing; ray sorting; real-time rendering; RTX;
D O I
10.1145/3384382.3384534
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
We study ray reordering as a tool for increasing the performance of existing GPU ray tracing implementations. We focus on ray reordering that is fully agnostic to the particular trace kernel. We summarize the existing methods for computing the ray sorting keys and discuss their properties. We propose a novel modification of a previously proposed method using the termination point estimation that is well-suited to tracing secondary rays. We evaluate the ray reordering techniques in the context of the wavefront path tracing using the RTX trace kernels. We show that ray reordering yields significantly higher trace speed on recent GPUs (1.3 - 2.0x), but to recover the reordering overhead in the hardware-accelerated trace phase is problematic.
引用
收藏
页数:9
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