Stackless KD-Tree Traversal for High Performance GPU Ray Tracing

Significant advances have been achieved for realtime ray tracing recently, but realtime performance for complex scenes still requires large computational resources not yet available from the CPUs in standard PCs. Incidentally, most of these PCs also contain modern GPUs that do offer much larger raw...

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Published inComputer graphics forum Vol. 26; no. 3; pp. 415 - 424
Main Authors Popov, Stefan, Günther, Johannes, Seidel, Hans-Peter, Slusallek, Philipp
Format Journal Article
LanguageEnglish
Published Oxford, UK Blackwell Publishing Ltd 01.09.2007
Subjects
Online AccessGet full text
ISSN0167-7055
1467-8659
DOI10.1111/j.1467-8659.2007.01064.x

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Abstract Significant advances have been achieved for realtime ray tracing recently, but realtime performance for complex scenes still requires large computational resources not yet available from the CPUs in standard PCs. Incidentally, most of these PCs also contain modern GPUs that do offer much larger raw compute power. However, limitations in the programming and memory model have so far kept the performance of GPU ray tracers well below that of their CPU counterparts. In this paper we present a novel packet ray traversal implementation that completely eliminates the need for maintaining a stack during kd‐tree traversal and that reduces the number of traversal steps per ray. While CPUs benefit moderately from the stackless approach, it improves GPU performance significantly. We achieve a peak performance of over 16 million rays per second for reasonably complex scenes, including complex shading and secondary rays. Several examples show that with this new technique GPUs can actually outperform equivalent CPU based ray tracers.
AbstractList Significant advances have been achieved for realtime ray tracing recently, but realtime performance for complex scenes still requires large computational resources not yet available from the CPUs in standard PCs. Incidentally, most of these PCs also contain modern GPUs that do offer much larger raw compute power. However, limitations in the programming and memory model have so far kept the performance of GPU ray tracers well below that of their CPU counterparts. In this paper we present a novel packet ray traversal implementation that completely eliminates the need for maintaining a stack during kd‐tree traversal and that reduces the number of traversal steps per ray. While CPUs benefit moderately from the stackless approach, it improves GPU performance significantly. We achieve a peak performance of over 16 million rays per second for reasonably complex scenes, including complex shading and secondary rays. Several examples show that with this new technique GPUs can actually outperform equivalent CPU based ray tracers.
Significant advances have been achieved for realtime ray tracing recently, but realtime peiformance for complex scenes still requires large computational resources not yet available from the CPUs in standard PCs. Incidentally, most of these PCs also contain modern GPUs that do offer much larger raw compute power. However, limitations in the programming and memory model have so far kept the performance of GPU ray tracers well below that of their CPU counterparts. In this paper we present a novel packet ray traversal implementation that completely eliminates the need for maintaining a stack during kd-tree traversal and that reduces the number of traversal steps per ray. While CPUs benefit moderately from the stackless approach, it improves GPU performance significantly. We achieve a peak peiformance of over 16 million rays per second for reasonably complex scenes, including complex shading and secondary rays. Several examples show that with this new technique GPUs can actually outperform equivalent CPU based ray tracers.
Significant advances have been achieved for realtime ray tracing recently, but realtime performance for complex scenes still requires large computational resources not yet available from the CPUs in standard PCs. Incidentally, most of these PCs also contain modern GPUs that do offer much larger raw compute power. However, limitations in the programming and memory model have so far kept the performance of GPU ray tracers well below that of their CPU counterparts. In this paper we present a novel packet ray traversal implementation that completely eliminates the need for maintaining a stack during kd-tree traversal and that reduces the number of traversal steps per ray. While CPUs benefit moderately from the stackless approach, it improves GPU performance significantly. We achieve a peak performance of over 16 million rays per second for reasonably complex scenes, including complex shading and secondary rays. Several examples show that with this new technique GPUs can actually outperform equivalent CPU based ray tracers. [PUBLICATION ABSTRACT]
Author Seidel, Hans-Peter
Popov, Stefan
Günther, Johannes
Slusallek, Philipp
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  givenname: Johannes
  surname: Günther
  fullname: Günther, Johannes
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  fullname: Seidel, Hans-Peter
  organization: MPI Informatik, Saarbrücken, Germany
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  givenname: Philipp
  surname: Slusallek
  fullname: Slusallek, Philipp
  email: popov@cs.uni-sb.de
  organization: Saarland University, Saarbrücken, Germany
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References_xml – reference: Purcell T. J.: Ray Tracing on a Stream Processor. PhD thesis, Stanford University, 2004.
– reference: Reshetov A., Soupikov A., Hurley J.: Multi-level ray tracing algorithm. ACM Transaction of Graphics 24, 3 (2005), 1176-1185. (Proceedings of ACM SIGGRAPH).
– reference: Samet H.: Implementing ray tracing with octrees and neighbor finding. Computers and Graphics 13, 4 (1989), 445-60.
– reference: Wald I., Ize T., Kensler A., Knoll A., Parker S. G.: Ray tracing animated scenes using coherent grid traversal. ACM Transactions on Graphics 25, 3 (2006), 485-493. (Proceedings of ACM SIGGRAPH).
– reference: Nvidi.: The CUDA homepage. http://developer.nvidia.com/cuda.
– reference: Purcell T. J., Buck I., Mark W. R., Hanrahan P.: Ray tracing on programmable graphics hardware. ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH) 21, 3 (2002), 703-712.
– reference: Thrane N., Simonsen L. O.: A Comparison of Acceleration Structures for GPU Assisted Ray Tracing. Master's thesis, University of Aarhus, 2005.
– reference: Wald I., Boulos S., Shirley P.: Ray tracing deformable scenes using dynamic bounding volume hierarchies. 6.
– reference: Havran V.: Heuristic Ray Shooting Algorithms. PhD thesis, Faculty of Electrical Engineering, Czech Technical University in Prague, 2001.
– reference: Christen M.: Ray Tracing auf GPU. Master's thesis, Fachhochschule beider Basel, 2005.
– reference: Havran V., Kopal T., Bittner J., Žára J.: Fast robust BSP tree traversal algorithm for ray tracing. Journal of Graphics Tools 2, 4 (Dec. 1997), 15-23.
– reference: Kaplan M. R.: Space-tracing: A constant time ray-tracer. Computer Graphics 19, 3 (July 1985), 149-158. (Proceedings of SIGGRAPH 85 Tutorial on Ray Tracing).
– reference: Wald I., Slusallek P., Benthin C., Wagner M.: Interactive rendering with coherent ray tracing. Computer Graphics Forum 20, 3 (2001), 153-164. (Proceedings of Eurographics).
– reference: Karlsson F.: Ray tracing fully implemented on programmable graphics hardware. Master's thesis, Chalmers University of Technology, 2004.
– reference: Samet H.: The quadtree and related hierarchical data structures. ACM Computing Surveys 16, 2 (1984), 187-260.
– reference: Wald I.: Realtime Ray Tracing and Interactive Global Illumination. PhD thesis, Saarland University, 2004.
– reference: Benthin C.: Realtime Ray Tracing on Current CPU Architectures. PhD thesis, Saarland University, 2006.
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Snippet Significant advances have been achieved for realtime ray tracing recently, but realtime performance for complex scenes still requires large computational...
Significant advances have been achieved for realtime ray tracing recently, but realtime peiformance for complex scenes still requires large computational...
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SubjectTerms Computer graphics
I.3.6 [Computer Graphics]: Graphics data structures and data types
I.3.7 [Computer Graphics]: Ray tracing
Software engineering
Studies
Title Stackless KD-Tree Traversal for High Performance GPU Ray Tracing
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