T&I engine

Traversal and intersection engine for hardware accelerated ray tracing

Jae Ho Nah, Jeong Soo Park, Chanmin Park, Jin Woo Kim, Yun Hye Jung, Woo Chan Park, Tack-Don Han

Research output: Chapter in Book/Report/Conference proceedingConference contribution

2 Citations (Scopus)

Abstract

Ray tracing naturally supports high-quality global illumination effects, but it is computationally costly. Traversal and intersection operations dominate the computation of ray tracing. To accelerate these two operations, we propose a hardware architecture integrating three novel approaches. First, we present an ordered depth-first layout and a traversal architecture using this layout to reduce the required memory bandwidth. Second, we propose a three-phase ray-triangle intersection architecture that takes advantage of early exit. Third, we propose a latency hiding architecture defined as the ray accumulation unit. Cycle-accurate simulation results indicate our architecture can achieve interactive distributed ray tracing.

Original languageEnglish
Title of host publicationProceedings of the 2011 SIGGRAPH Asia Conference, SA'11
Publication statusPublished - 2011 Dec 1
Event2011 SIGGRAPH Asia Conference, SA'11 - Hong Kong, China
Duration: 2011 Dec 122011 Dec 15

Other

Other2011 SIGGRAPH Asia Conference, SA'11
CountryChina
CityHong Kong
Period11/12/1211/12/15

Fingerprint

Ray tracing
Engines
Hardware
Lighting
Bandwidth
Data storage equipment

All Science Journal Classification (ASJC) codes

  • Computer Graphics and Computer-Aided Design
  • Computer Vision and Pattern Recognition
  • Software

Cite this

Nah, J. H., Park, J. S., Park, C., Kim, J. W., Jung, Y. H., Park, W. C., & Han, T-D. (2011). T&I engine: Traversal and intersection engine for hardware accelerated ray tracing. In Proceedings of the 2011 SIGGRAPH Asia Conference, SA'11 [160]
Nah, Jae Ho ; Park, Jeong Soo ; Park, Chanmin ; Kim, Jin Woo ; Jung, Yun Hye ; Park, Woo Chan ; Han, Tack-Don. / T&I engine : Traversal and intersection engine for hardware accelerated ray tracing. Proceedings of the 2011 SIGGRAPH Asia Conference, SA'11. 2011.
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Nah, JH, Park, JS, Park, C, Kim, JW, Jung, YH, Park, WC & Han, T-D 2011, T&I engine: Traversal and intersection engine for hardware accelerated ray tracing. in Proceedings of the 2011 SIGGRAPH Asia Conference, SA'11., 160, 2011 SIGGRAPH Asia Conference, SA'11, Hong Kong, China, 11/12/12.

T&I engine : Traversal and intersection engine for hardware accelerated ray tracing. / Nah, Jae Ho; Park, Jeong Soo; Park, Chanmin; Kim, Jin Woo; Jung, Yun Hye; Park, Woo Chan; Han, Tack-Don.

Proceedings of the 2011 SIGGRAPH Asia Conference, SA'11. 2011. 160.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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AB - Ray tracing naturally supports high-quality global illumination effects, but it is computationally costly. Traversal and intersection operations dominate the computation of ray tracing. To accelerate these two operations, we propose a hardware architecture integrating three novel approaches. First, we present an ordered depth-first layout and a traversal architecture using this layout to reduce the required memory bandwidth. Second, we propose a three-phase ray-triangle intersection architecture that takes advantage of early exit. Third, we propose a latency hiding architecture defined as the ray accumulation unit. Cycle-accurate simulation results indicate our architecture can achieve interactive distributed ray tracing.

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Nah JH, Park JS, Park C, Kim JW, Jung YH, Park WC et al. T&I engine: Traversal and intersection engine for hardware accelerated ray tracing. In Proceedings of the 2011 SIGGRAPH Asia Conference, SA'11. 2011. 160