TY - GEN
T1 - An efficient intersection algorithm design of ray tracing for many-core graphics processors
AU - Komatsu, Kazuhiko
AU - Kaeriyama, Yoshiyuki
AU - Suzuki, Kenichi
AU - Takizawa, Hiroyuki
AU - Kobayashi, Hiroaki
PY - 2008
Y1 - 2008
N2 - Many-core processors have a vast potential to achieve interactive photo-realistic image synthesis by ray tracing. However, they need new efforts in program design to extract their performance. This paper proposes an architectureaware ray-triangle intersection test algorithm. As the raytriangle tests are the highest cost kernel in ray tracing, this paper explores an effective design and implementation of an intersection algorithm on a graphics processing unit (GPU) with many cores, and evaluates its performance through several experiments. Our intersection algorithm implementation can achieve the fast intersection tests by high-performance parallel processing on a many-core GPU with effective data management and load balancing. Experimental results show that our intersection algorithm on a 128-core GPU achieves 105 times faster intersection tests than that on a single-core processor. These results indicate that our intersection algorithm is promising in the coming era of many-core processors.
AB - Many-core processors have a vast potential to achieve interactive photo-realistic image synthesis by ray tracing. However, they need new efforts in program design to extract their performance. This paper proposes an architectureaware ray-triangle intersection test algorithm. As the raytriangle tests are the highest cost kernel in ray tracing, this paper explores an effective design and implementation of an intersection algorithm on a graphics processing unit (GPU) with many cores, and evaluates its performance through several experiments. Our intersection algorithm implementation can achieve the fast intersection tests by high-performance parallel processing on a many-core GPU with effective data management and load balancing. Experimental results show that our intersection algorithm on a 128-core GPU achieves 105 times faster intersection tests than that on a single-core processor. These results indicate that our intersection algorithm is promising in the coming era of many-core processors.
KW - Compute unified device architecture (CUDA)
KW - Intersection algorithm
KW - Many-core processor architecture
KW - Ray tracing
UR - http://www.scopus.com/inward/record.url?scp=62949225789&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=62949225789&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:62949225789
SN - 9780889867192
T3 - Proceedings of the 10th IASTED International Conference on Computer Graphics and Imaging, CGIM 2008
SP - 165
EP - 171
BT - Proceedings of the 10th IASTED International Conference on Computer Graphics and Imaging, CGIM 2008
T2 - 10th IASTED International Conference on Computer Graphics and Imaging, CGIM 2008
Y2 - 13 February 2008 through 15 February 2008
ER -