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 in | Computer graphics forum Vol. 26; no. 3; pp. 415 - 424 |
|---|---|
| Main Authors | , , , |
| Format | Journal Article |
| Language | English |
| Published |
Oxford, UK
Blackwell Publishing Ltd
01.09.2007
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| Subjects | |
| Online Access | Get full text |
| ISSN | 0167-7055 1467-8659 |
| DOI | 10.1111/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. |
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| 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 |
| Author_xml | – sequence: 1 givenname: Stefan surname: Popov fullname: Popov, Stefan email: popov@cs.uni-sb.de organization: Saarland University, Saarbrücken, Germany – sequence: 2 givenname: Johannes surname: Günther fullname: Günther, Johannes organization: MPI Informatik, Saarbrücken, Germany – sequence: 3 givenname: Hans-Peter surname: Seidel fullname: Seidel, Hans-Peter organization: MPI Informatik, Saarbrücken, Germany – sequence: 4 givenname: Philipp surname: Slusallek fullname: Slusallek, Philipp email: popov@cs.uni-sb.de organization: Saarland University, Saarbrücken, Germany |
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| Copyright | 2007 The Author(s) Journal compilation © 2007 The Eurographics Association and Blackwell Publishing Ltd. |
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| References | Benthin C.: Realtime Ray Tracing on Current CPU Architectures. PhD thesis, Saarland University, 2006. 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. Christen M.: Ray Tracing auf GPU. Master's thesis, Fachhochschule beider Basel, 2005. Thrane N., Simonsen L. O.: A Comparison of Acceleration Structures for GPU Assisted Ray Tracing. Master's thesis, University of Aarhus, 2005. 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). Samet H.: Implementing ray tracing with octrees and neighbor finding. Computers and Graphics 13, 4 (1989), 445-60. Wald I.: Realtime Ray Tracing and Interactive Global Illumination. PhD thesis, Saarland University, 2004. Samet H.: The quadtree and related hierarchical data structures. ACM Computing Surveys 16, 2 (1984), 187-260. 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). 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. Havran V.: Heuristic Ray Shooting Algorithms. PhD thesis, Faculty of Electrical Engineering, Czech Technical University in Prague, 2001. Karlsson F.: Ray tracing fully implemented on programmable graphics hardware. Master's thesis, Chalmers University of Technology, 2004. Nvidi.: The CUDA homepage. http://developer.nvidia.com/cuda. Purcell T. J.: Ray Tracing on a Stream Processor. PhD thesis, Stanford University, 2004. Reshetov A., Soupikov A., Hurley J.: Multi-level ray tracing algorithm. ACM Transaction of Graphics 24, 3 (2005), 1176-1185. (Proceedings of ACM SIGGRAPH). Woop S., Schmittler J., Slusallek P.: RPU: A programmable ray processing unit for realtime ray tracing. ACM Transactions on Graphics (Proceedings of SIGGRAPH 2005) 24, 3 (2005), 434-444. 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). Wald I., Boulos S., Shirley P.: Ray tracing deformable scenes using dynamic bounding volume hierarchies. 6. Dec. 1997; 2 2001 1984; 16 May 2007 2002; 21 2006; 25 1998 2007 2006 Sept. 2006 2005 2004 June 1989 2002 July 1985; 19 1989; 13 Dec. 1997 1978 2005; 24 2001; 20 e_1_2_7_9_2 e_1_2_7_8_2 Ernst M. (e_1_2_7_7_2) 2004 Benthin C. (e_1_2_7_3_2) 2006 e_1_2_7_16_2 e_1_2_7_14_2 Purcell T. J. (e_1_2_7_23_2) 2004 Carr N. A. (e_1_2_7_4_2) 2006 e_1_2_7_10_2 Boulos S. (e_1_2_7_2_2) 2007 e_1_2_7_26_2 e_1_2_7_27_2 Wald I. (e_1_2_7_30_2) 2004 e_1_2_7_28_2 Kaplan M. R. (e_1_2_7_17_2) 1985; 19 Nvidi (e_1_2_7_20_2) Havran V. (e_1_2_7_11_2) 1997 Woop S. (e_1_2_7_33_2) 2006 Havran V. (e_1_2_7_12_2) 2001 e_1_2_7_25_2 e_1_2_7_24_2 Macdonald J. D. (e_1_2_7_19_2) 1989 Carr N. A. (e_1_2_7_5_2) 2002 e_1_2_7_22_2 Thrane N. (e_1_2_7_29_2) 2005 Wald I. (e_1_2_7_31_2) e_1_2_7_32_2 e_1_2_7_21_2 Christen M. (e_1_2_7_6_2) 2005 Houston M. (e_1_2_7_15_2) 2006 e_1_2_7_34_2 e_1_2_7_35_2 Karlsson F. (e_1_2_7_18_2) 2004 Havran V. (e_1_2_7_13_2) 1998 |
| 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. – reference: Woop S., Schmittler J., Slusallek P.: RPU: A programmable ray processing unit for realtime ray tracing. 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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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