HART: A Hybrid Architecture for Ray Tracing Animated Scenes
IEEE Trans. Vis. Comput. Graph.(2015)
摘要
We present a hybrid architecture, inspired by asynchronous BVH construction [1], for ray tracing animated scenes. Our hybrid architecture utilizes heterogeneous hardware resources: dedicated ray-tracing hardware for BVH updates and ray traversal and a CPU for BVH reconstruction. We also present a traversal scheme using a primitive's axis-aligned bounding box (PrimAABB). This scheme reduces ray-primitive intersection tests by reusing existing BVH traversal units and the primAABB data for tree updates; it enables the use of shallow trees to reduce tree build times, tree sizes, and bus bandwidth requirements. Furthermore, we present a cache scheme that exploits consecutive memory access by reusing data in an L1 cache block. We perform cycle-accurate simulations to verify our architecture, and the simulation results indicate that the proposed architecture can achieve real-time Whitted ray tracing animated scenes at 1,920 × 1,200 resolution. This result comes from our high-performance hardware architecture and minimized resource requirements for tree updates.
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关键词
bvh reconstruction,asynchronous bvh construction,primaabb,tree build times,primitive axis-aligned bounding box,cache storage,ray tracing,tree size,computer animation,memory access,bus bandwidth requirements,graphics hardware,dynamic scene,cache scheme,tree updates,heterogeneous hardware resources,ray traversal,l1 cache block,shallow trees,bvh updates,ray tracing animated scenes,hart architecture,traversal scheme,bounding volume hierarchy,ray-primitive intersection tests,resource requirements,computer architecture,indexes,geometry,pipelines,hardware
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