We present a hybrid architecture, inspired by asynchronous BVH construction [1], for ray tracing animated scenes. Our hybrid architecture utilizes heterogeneous hardware resources: dedicated ray-tracing hardware for BVH updates and ray traversal and a CPU for BVH reconstruction. We also present a traversal scheme using a primitive's axis-aligned bounding box (PrimAABB). This scheme reduces ray-primitive intersection tests by reusing existing BVH traversal units and the primAABB data for tree updates; it enables the use of shallow trees to reduce tree build times, tree sizes, and bus bandwidth requirements. Furthermore, we present a cache scheme that exploits consecutive memory access by reusing data in an L1 cache block. We perform cycle-accurate simulations to verify our architecture, and the simulation results indicate that the proposed architecture can achieve real-time Whitted ray tracing animated scenes at 1,920 × 1,200 resolution. This result comes from our high-performance hardware architecture and minimized resource requirements for tree updates.
While supersampling is an essential element for high quality rendering, high sampling rates, routinely employed in offline rendering, are still considered quite burdensome for real-time ray tracing. In this paper, we propose a selective and adaptive supersampling technique aimed at the development of a real-time ray tracer on today's many-core processors. For efficient utilization of very precious computing time, this technique explores both image-space and object-space attributes, which can be easily gathered during the ray tracing computation, minimizing rendering artifacts by cleverly distributing ray samples to rendering elements according to priorities that are selectively set by a user. Our implementation on the current GPU demonstrates that the presented algorithm makes high sampling rates as effective as 9 to 16 samples per pixel more affordable than before for real-time ray tracing.
In this paper, we present a novel path rendering scheme that provides a fast rendering on high resolution mobile device. Because legacy path renderings are memory intensive work, they do not provide enough performance (fps) on high resolution display. To get an acceptable performance, we propose a novel approach for path rendering. Our design policies for the path rendering are two folds: 1) Minimize memory I/O, 2) Highly parallel computational scheme. We propose to use winding number generator for per-pixel winding number calculation which does not require memory intensive activity. Because our scheme effectively reduces memory I/O and it is executed with highly parallel manner, we can get an acceptable high performance on high resolution mobile device.
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