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Coherent Ray Tracing: the Next Evolution in Ray Tracing | ITIGIC

    https://itigic.com/coherent-ray-tracing-next-evolution-in-ray-tracing/#:~:text=The%20performance%20of%20the%20non-coherent%20part%20of%20Ray,than%20calculating%20the%20coherent%20rays%20of%20the%20scene.
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Incoherent Ray tracing on GPU | hgpu.org

    https://hgpu.org/?p=3199
    Incoherent Ray tracing on GPU. Tracing secondary rays, such as reflection, refraction and shadow rays, can often be the most costly step in a modern real-time ray tracer. In this paper, we propose a new approach to ray tracing on GPU. Our approach is especially efficient for incoherent rays.

Incoherent Ray tracing on GPU | Semantic Scholar

    https://www.semanticscholar.org/paper/Incoherent-Ray-tracing-on-GPU-Yang-Xu/c4eddb2161ddffdc75623fda7a54999250cdfb42
    In this paper, we propose a new approach to ray tracing on GPU. Our approach is especially efficient for incoherent rays. Combined with the common packets ray tracing, we propose a different data-parallel approach to ray tracing on GPU, in which individual ray intersect with k different nodes/triangles in the same operation.

Incoherent ray tracing on GPU | Request PDF

    https://www.researchgate.net/publication/220590859_Incoherent_ray_tracing_on_GPU
    In this paper, we propose a new approach to ray tracing on GPU. Our approach is especially efficient for incoherent rays. Combined with the common packets ray tracing, we propose a …

Incoherent Ray tracing on GPU - journaldatabase.info

    https://journaldatabase.info/articles/incoherent_ray_tracing_on_gpu.html
    ABSTRACT Tracing secondary rays, such as reflection, refraction and shadow rays, can often be the most costly step in a modern real-time ray tracer. In this paper, we propose a new approach to ray tracing on GPU. Our approach is especially efficient for incoherent rays. Combined with the common packets ray tracing, we propose a different data-parallel approach to ray tracing on …

Efficient Incoherent Ray Traversal on GPUs Through …

    https://research.nvidia.com/sites/default/files/publications/ylitie2017hpg-paper.pdf
    We present a GPU-based ray traversal algorithm that operates on compressed wide BVHs and maintains the traversal stack in a compressed format. Our method reduces the amount of memory traffic significantly, which translates to 1.9–2.1×improvement in incoherent ray traversal performance compared to the current state of the art.

Architecture Considerations for Tracing Incoherent Rays

    https://research.nvidia.com/sites/default/files/pubs/2010-06_Architecture-Considerations-for/aila2010hpg_paper.pdf
    Aila and Karras / Architecture Considerations for Tracing Incoherent Rays GPU ray tracer on our architecture and analyze its memory dropped to as low as 25% in our tests. With this kind of sim-proach for avoiding most of it. The ideas in this section can of our architecture that will be explained in Section

Efficient Incoherent Ray Traversal on GPUs Through …

    https://users.aalto.fi/~laines9/publications/ylitie2017hpg_paper.pdf
    GPU ray tracing. Mapping ray tracing operations to wide SIMD (or SIMT) machines is challenging as the workloads are heteroge-neous in nature. Aila and Laine [2009] propose to replace the GPU hardware work distribution mechanism with a persistent threads approach, obtaining nearly 2×speedup over letting the SIMD lanes become idle as rays terminate.

Efficient data management for incoherent ray tracing

    https://www.sciencedirect.com/science/article/pii/S156849461200302X
    An efficient data management designed for GPU based ray tracing is proposed. Data-management layer and task-management layer process the uncertainty in ray tracing. We introduce the two-level ray sorting and a ray bucket structure to reorganize ray data. We schedule tasks in data-driven execution according to coherent data. The memory-optimized dynamic …

Ray Tracing : Boosting performance with ray coherence

    https://www.cdrin.com/blog/ray-tracing-boosting-performance-with-ray-coherence
    The problem is that, even tough ray tracing is much better at rendering incoherent information than rasterization, the performances for incoherent rays are way less than for coherent ones. This is mostly due to information not being present in the GPU cache for all the rays, and rays not hitting the same point, thus not executing the same shader, resulting into stalls for a lot of …

Understanding the Efficiency of Ray Traversal on …

    https://www.nvidia.com/docs/IO/76976/HPG2009-Trace-Efficiency.pdf
    The awkward fact is that when using hierarchical tracing methods, only the most coherent part of the operations near the root gets accelerated, often leaving seriously incoherent per-ray workloads to be dealt with. This appears to be one reason why very few, if any, meaningful performance gains have been reported from hierarchical tracing on GPUs.

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