• Title/Summary/Keyword: KD Tree Ray Tracing

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An efficient acceleration algorithm of GPU ray tracing using CUDA (CUDA를 이용한 효과적인 GPU 광선추적 가속 알고리즘)

  • Ji, Joong-Hyun;Yun, Dong-Ho;Ko, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.469-474
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    • 2009
  • This paper proposes an real time ray tracing system using optimized kd-tree traversal environment and ray/triangle intersection algorithm. The previous kd-tree traversal algorithms search for the upper nodes in a bottom-up manner. In a such way we need to revisit the already visited parent node or use redundant memory after failing to find the intersected primitives in the leaf node. Thus ray tracing for relatively complex scenes become more difficult. The new algorithm contains stacks implemented on GPU's local memory on CUDA framework, thus elegantly eliminate the problems of previous algorithms. After traversing the node we perform the latest CPU-based ray/triangle intersection algorithm 'Plucker coordinate test', which is further accelerated in massively parallel thanks to CUDA. Plucker test can drastically reduce the computational costs since it does not use barycentric coordinates but only simple test using the relations between a ray and the triangle edges. The entire system is consist of a single ray kernel simply and implemented without introduction of complicated synchronization or ray packets. Consequently our experiment shows the new algorithm can is roughly twice as faster as the previous.

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Performance Analysis and Enhancing Techniques of Kd-Tree Traversal Methods on GPU (GPU용 Kd-트리 탐색 방법의 성능 분석 및 향상 기법)

  • Chang, Byung-Joon;Ihm, In-Sung
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.2
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    • pp.177-185
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    • 2010
  • Ray-object intersection is an important element in ray tracing that takes up a substantial amount of computing time. In general, such spatial data structure as kd-tree has been frequently used for static scenes to accelerate the intersection computation. Recently, a few variants of kd-tree traversal have been proposed suitable for the GPU that has a relatively restricted computing architecture compared to the CPU. In this article, we propose yet another two implementation techniques that can improve those previous ones. First, we present a cached stack method that is aimed to reduce the costly global memory access time needed when the stack is allocated to global memory. Secondly, we present a rope-with-short-stack method that eases the substantial memory requirement, often necessary for the previous rope method. In order to show the effectiveness of our techniques, we compare their performances with those of the previous GPU traversal methods. The experimental results will provide prospective GPU ray tracer developers with valuable information, helping them choose a proper kd-tree traversal method.

High Fidelity Calculation of Thermal Load in a Satellite Orbit (고정확도의 인공위성 궤도 열하중 계산 기법)

  • Kim, Min-Ki
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.45 no.10
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    • pp.898-906
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    • 2017
  • This paper discusses the efficient high fidelity calculation of external thermal loads of a spacecraft on its orbit. Thermal loads to a spacecraft consist of three major components, direct solar radiation, earth reflection of solar rays, and earth irradiation. With the assumption that both earth reflection and earth emission are diffuse, thermal loads from earth surface divided into pieces of segments to satellite surfaces are individually calculated and summed over. By using analytical integration of both reflected and emitted heat load by earth, high rate of numerical convergence is achieved and the results are even exactly calculated in special cases. Moreover, KD tree ray tracing is employed in the calculation of thermal load to determine whether the radiated ray is obstructed or not by satellite structure.

Real-time Ray-tracing Chip Architecture

  • Yoon, Hyung-Min;Lee, Byoung-Ok;Cheong, Cheol-Ho;Hur, Jin-Suk;Kim, Sang-Gon;Chung, Woo-Nam;Lee, Yong-Ho;Park, Woo-Chan
    • IEIE Transactions on Smart Processing and Computing
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    • v.4 no.2
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    • pp.65-70
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    • 2015
  • In this paper, we describe the world's first real-time ray-tracing chip architecture. Ray-tracing technology generates high-quality 3D graphics images better than current rasterization technology by providing four essential light effects: shadow, reflection, refraction and transmission. The real-time ray-tracing chip named RayChip includes a real-time ray-tracing graphics processing unit and an accelerating tree-building unit. An ARM Ltd. central processing unit (CPU) and other peripherals are also included to support all processes of 3D graphics applications. Using the accelerating tree-building unit named RayTree to minimize the CPU load, the chip uses a low-end CPU and decreases both silicon area and power consumption. The evaluation results with RayChip show appropriate performance to support real-time ray tracing in high-definition (HD) resolution, while the rendered images are scaled to full HD resolution. The chip also integrates the Linux operating system and the familiar OpenGL for Embedded Systems application programming interface for easy application development.

Bounding Box based Shadow Ray Culling Method for Real-Time Ray Tracer (실시간 광선추적기를 위한 바운딩 박스 기반의 그림자 검사 컬링 기법)

  • Kim, Sangduk;Kim, Jin-Woo;Park, Woo-Chan;Han, Tack-Don
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.85-94
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    • 2013
  • In this paper, we propose a scheme to reduce the number of shadow tests conducted during rendering of ray tracing. The shadow test is a very important process in ray tracing to generate photo-realistic images. In the rendering phase, the ray tracer determines whether to cull the shadow test based on information calculated from a shadow test conducted on the kd-tree in the preprocessing phase. In conventional rendering process, the proposed method can be used with little modification. The proposed method is suitable for a static scene, in which the geometry and light source does not change in the same manner as it does in the conventional method. The validity of the proposed scheme is verified and its performance is evaluated during cycle-accurate simulation. Through experiment results, we found that we could reduce up to 17% of the shadow test.

An Effective Ray Tracing Algorithm Using a Meta Table (메타 테이블을 이용한 효율적인 레이트레이싱 알고리즘)

  • Seo, Choong-Won;Kang, Y.S.;Yang, S.B.
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.130-134
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    • 2006
  • 본 논문에서는 메타 테이블(meta table)을 이용한 광선(ray)과 삼각형(triangle)들의 교차검사를 할 수 있는 효율적인 레이트레이싱 알고리즘을 제안한다. 기존의 kd-tree 탐색은 깊이 우선 탐색을 하면서 이미 방문했던 노드들을 방문하지 않기 위해서 스택을 이용하는 방법을 택하고 있는데, 본 논문에서 제안하는 알고리즘은 스택을 사용하지 않고 읽기 전용으로만 쓰이는 메타 테이블을 둠으로써 기존의 트리 탐색 과정보다 효율적으로 트리의 리프 노드들에 접근할 수 있도록 하였다. 실험결과 제안된 레이트레이싱 알고리즘이 기존의 kd-tree의 트리 탐색보다 노드 방문을 5배 이상 적게 하였고, 이미지 렌더링 시간도 총 2배 정도 향상됨을 볼 수 있었다.

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