On Ray Reordering Techniques for Faster GPU Ray Tracing

On Ray Reordering Techniques for Faster GPU Ray Tracing
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加快 GPU 光线追踪速度的光线重新排序技术

DOI:
10.1145/3384382.3384534
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发表时间:
2020
期刊:
Symposium on Interactive 3D Graphics and Games
影响因子:
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通讯作者:
Jiri Bittner
Jiri Bittner
中科院分区:
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文献类型:
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作者:
Daniel Meister;Jakub Boksansky;Michael Guthe;Jiri Bittner

文献摘要

相似文献

我们研究了光线重排序作为提高现有GPU光线跟踪实现性能的工具。我们关注的是与特定跟踪内核完全无关的射线重排序。我们总结了现有的计算射线排序键的方法,并讨论了它们的性质。我们提出了一种新的修改以前提出的方法,使用终止点估计,是非常适合跟踪二次射线。我们在使用RTX跟踪内核的波前路径跟踪的背景下评估了射线重排序技术。我们表明,射线重排序在最近的gpu(1.3−2.0 x)上产生显着更高的跟踪速度,但在硬件加速跟踪阶段恢复重排序开销是有问题的。
We study ray reordering as a tool for increasing the performance of existing GPU ray tracing implementations. We focus on ray reordering that is fully agnostic to the particular trace kernel. We summarize the existing methods for computing the ray sorting keys and discuss their properties. We propose a novel modification of a previously proposed method using the termination point estimation that is well-suited to tracing secondary rays. We evaluate the ray reordering techniques in the context of the wavefront path tracing using the RTX trace kernels. We show that ray reordering yields significantly higher trace speed on recent GPUs (1.3 − 2.0 ×), but to recover the reordering overhead in the hardware-accelerated trace phase is problematic.