기본 정보
연구 분야
프로젝트
발행물
구성원
article|
인용수 25
·2011
T&I engine
Jae‐Ho Nah, Jeong‐Soo Park, Chanmin Park, Jin‐Woo Kim, Yun-Hye Jung, Woo-Chan Park, Tack‐Don Han
IF 9.5ACM Transactions on Graphics
초록

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.

키워드
Tree traversalComputer scienceArchitectureComputationTracingIntersection (aeronautics)Ray tracing (physics)Latency (audio)Bandwidth (computing)Computer architecture
타입
article
IF / 인용수
9.5 / 25
게재 연도
2011