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要旨:
Recent GPU ray tracers can already achieve performance
competitive to that of their CPU counterparts. Nevertheless,
these systems can not yet fully exploit the capabilities of
modern GPUs and can only handle medium-sized, static scenes.
In this paper we present a BVH-based GPU ray tracer with a
parallel packet traversal algorithm using a shared stack. We
also present a fast, CPU-based BVH construction algorithm
which very accurately approximates the surface area
heuristic using streamed binning while still being one order
of magnitude faster than previously published results.
Furthermore, using a BVH allows us to push the size limit of
supported scenes on the GPU: We can now ray trace the
12.7~million triangle \textsc{Power Plant} at
1024$\times$1024 image resolution with 3~fps, including
shading and shadows.