Using Hardware Ray Transforms to Accelerate Ray/Primitive Intersections for Long, Thin Primitive Types

dc.contributor.authorWald, Ingoen_US
dc.contributor.authorMorrical, Nateen_US
dc.contributor.authorZellmann, Stefanen_US
dc.contributor.authorMa, Leien_US
dc.contributor.authorUsher, Willen_US
dc.contributor.authorHuang, Tiejunen_US
dc.contributor.authorPascucci, Valerioen_US
dc.contributor.editorYuksel, Cem and Membarth, Richard and Zordan, Victoren_US
dc.date.accessioned2020-10-30T18:18:28Z
dc.date.available2020-10-30T18:18:28Z
dc.date.issued2020
dc.description.abstractWith the recent addition of hardware ray tracing capabilities, GPUs have become incredibly efficient at ray tracing both triangular geometry, and instances thereof. However, the bounding volume hierarchies that current ray tracing hardware relies on are known to struggle with long, thin primitives like cylinders and curves, because the axis-aligned bounding boxes that these hierarchies rely on cannot tightly bound such primitives. In this paper, we evaluate the use of RTX ray tracing capabilities to accelerate these primitives by tricking the GPU's instancing units into executing a hardware-accelerated oriented bounding box (OBB) rejection test before calling the user's intersection program. We show that this can be done with minimal changes to the intersection programs and demonstrate speedups of up to 5.9× on a variety of data sets.en_US
dc.description.number2
dc.description.sectionheadersRendering Thin or Transparent Objects
dc.description.seriesinformationProceedings of the ACM on Computer Graphics and Interactive Techniques
dc.description.volume3
dc.identifier.doi10.1145/3406179
dc.identifier.issn2577-6193
dc.identifier.urihttps://doi.org/10.1145/3406179
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1145/3406179
dc.publisherACMen_US
dc.subjectComputing methodologies
dc.subjectRay tracing.
dc.subjectHardware Accelerated Ray Tracing
dc.subjectCurve Rendering
dc.subjectAcceleration
dc.titleUsing Hardware Ray Transforms to Accelerate Ray/Primitive Intersections for Long, Thin Primitive Typesen_US
Files