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Realtime Ray Tracing on GPU with BVH-based Packet Traversal

MPG-Autoren
http://pubman.mpdl.mpg.de/cone/persons/resource/persons44542

Günther,  Johannes
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons45211

Popov,  Stefan
International Max Planck Research School, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons45449

Seidel,  Hans-Peter
Computer Graphics, MPI for Informatics, Max Planck Society;

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Zitation

Günther, J., Popov, S., Seidel, H.-P., & Slusallek, P. (2007). Realtime Ray Tracing on GPU with BVH-based Packet Traversal. In A. Keller, & P. Christensen (Eds.), IEEE Symposium on Interactive Ray Tracing 2007, RT'07 (pp. 113-118). Piscataway, NJ, USA: IEEE.


Zitierlink: http://hdl.handle.net/11858/00-001M-0000-000F-2078-2
Zusammenfassung
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.