Buelow, Max von ; Kuijper, Arjan ; Fellner, Dieter W. (2023)
A GPU Ray Tracing Implementation for Triangular Grid Primitives.
33rd International Conference on Artificial Reality and Telexistence. Dublin, Ireland (06.12.2023 - 08.12.2023)
doi: 10.2312/egve.20231341
Konferenzveröffentlichung, Bibliographie
Kurzbeschreibung (Abstract)
Triangular grid primitives are a new technique for more efficient handling of memory intensive meshes, also called micro meshes in recent proprietary hardware implementations. This makes it a technique with high potential in the area of virtual environments where hardware capabilities are typically limited. In this poster, we focus on software ray tracing on GPUs and present a novel, easy-to-implement approach that uses a two-level bounding volume hierarchy (BVH) to accelerate these grids. The primary goal of our work is to make the technology more accessible by focusing on standard GPU devices without hardware ray tracing units. With our approach, we are able to encode geometry and BVH with approximately 7.5 bytes per triangle, reducing standard representations by a factor of 3.73 while reducing BVH construction time. Our data structure achieves a peak performance impact of 16% for a three-level subdivision.
Typ des Eintrags: | Konferenzveröffentlichung | ||||
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Erschienen: | 2023 | ||||
Autor(en): | Buelow, Max von ; Kuijper, Arjan ; Fellner, Dieter W. | ||||
Art des Eintrags: | Bibliographie | ||||
Titel: | A GPU Ray Tracing Implementation for Triangular Grid Primitives | ||||
Sprache: | Englisch | ||||
Publikationsjahr: | 4 Dezember 2023 | ||||
Verlag: | Eurographics Association | ||||
Buchtitel: | Virtual Environments 2023: ICAT - EGVE: 33rd International Conference on Artificial Reality and Telexistence - 28th Eurographics Symposium on Virtual Environments: Posters & Demo | ||||
Veranstaltungstitel: | 33rd International Conference on Artificial Reality and Telexistence | ||||
Veranstaltungsort: | Dublin, Ireland | ||||
Veranstaltungsdatum: | 06.12.2023 - 08.12.2023 | ||||
DOI: | 10.2312/egve.20231341 | ||||
Kurzbeschreibung (Abstract): | Triangular grid primitives are a new technique for more efficient handling of memory intensive meshes, also called micro meshes in recent proprietary hardware implementations. This makes it a technique with high potential in the area of virtual environments where hardware capabilities are typically limited. In this poster, we focus on software ray tracing on GPUs and present a novel, easy-to-implement approach that uses a two-level bounding volume hierarchy (BVH) to accelerate these grids. The primary goal of our work is to make the technology more accessible by focusing on standard GPU devices without hardware ray tracing units. With our approach, we are able to encode geometry and BVH with approximately 7.5 bytes per triangle, reducing standard representations by a factor of 3.73 while reducing BVH construction time. Our data structure achieves a peak performance impact of 16% for a three-level subdivision. |
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Alternatives oder übersetztes Abstract: |
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Freie Schlagworte: | Ray tracing, Triangulation, GPU computing | ||||
Fachbereich(e)/-gebiet(e): | 20 Fachbereich Informatik 20 Fachbereich Informatik > Graphisch-Interaktive Systeme 20 Fachbereich Informatik > Mathematisches und angewandtes Visual Computing |
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Hinterlegungsdatum: | 21 Jun 2024 06:46 | ||||
Letzte Änderung: | 21 Jun 2024 06:46 | ||||
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