MergeTree
Autor: | Pekka Jääskeläinen, Heikki Kultala, Timo Viitanen, Matias Koskela, Jarmo Takala |
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Přispěvatelé: | Tampere University, Pervasive Computing, Research area: Computer engineering |
Rok vydání: | 2017 |
Předmět: |
Hardware architecture
Computer science business.industry Graphics processing unit 020207 software engineering 02 engineering and technology Bounding volume hierarchy 113 Computer and information sciences Computer Graphics and Computer-Aided Design 020202 computer hardware & architecture Rendering (computer graphics) Software Computer graphics (images) 0202 electrical engineering electronic engineering information engineering Ray tracing hardware Ray tracing (graphics) business Computer hardware ComputingMethodologies_COMPUTERGRAPHICS |
Zdroj: | ACM Transactions on Graphics. 36:1-14 |
ISSN: | 1557-7368 0730-0301 |
DOI: | 10.1145/3132702 |
Popis: | Ray tracing is a computationally intensive rendering technique traditionally used in offline high-quality rendering. Powerful hardware accelerators have been recently developed that put real-time ray tracing even in the reach of mobile devices. However, rendering animated scenes remains difficult, as updating the acceleration trees for each frame is a memory-intensive process. This article proposes MergeTree, the first hardware architecture for Hierarchical Linear Bounding Volume Hierarchy (HLBVH) construction, designed to minimize memory traffic. For evaluation, the hardware constructor is synthesized on a 28nm process technology. Compared to a state-of-the-art binned surface area heuristic sweep (SAH) builder, the present work speeds up construction by a factor of 5, reduces build energy by a factor of 3.2, and memory traffic by a factor of 3. A software HLBVH builder on a graphics processing unit (GPU) requires 3.3 times more memory traffic. To take tree quality into account, a rendering accelerator is modeled alongside the builder. Given the use of a toplevel build to improve tree quality, the proposed builder reduces system energy per frame by an average 41% with primary rays and 13% with diffuse rays. In large ( > 500K triangles) scenes, the difference is more pronounced, 62% and 35%, respectively. |
Databáze: | OpenAIRE |
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