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dc.contributor.authorBarringer, R.en_US
dc.contributor.authorAndersson, M.en_US
dc.contributor.authorAkenine‐Möller, T.en_US
dc.contributor.editorChen, Min and Zhang, Hao (Richard)en_US
dc.date.accessioned2018-01-10T07:42:47Z
dc.date.available2018-01-10T07:42:47Z
dc.date.issued2017
dc.identifier.issn1467-8659
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.13071
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13071
dc.description.abstractWe present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. In addition, we introduce a method to support light paths with arbitrary recursion, such as multiple recursive Whitted‐style ray tracing and adaptive sampling where the result of a ray is examined before sending the next, while still batching up rays for the benefit of GPU‐accelerated traversal and vectorized shading. This allows our system to achieve high rendering performance while maintaining the flexibility to accommodate different rendering algorithms.We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel.en_US
dc.publisher© 2017 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectray tracing
dc.subjectrendering
dc.subjectrendering systems
dc.subjectgraphics hardware
dc.subjecthardware
dc.subjectI.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism–Ray tracing
dc.subjectI.3.2 [Computer Graphics]: Graphics Systems–
dc.titleRay Accelerator: Efficient and Flexible Ray Tracing on a Heterogeneous Architectureen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume36
dc.description.number8
dc.identifier.doi10.1111/cgf.13071
dc.identifier.pages166-177


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