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Realtime ray tracing of dynamic scenes on an FPGA chip

Published: 29 August 2004 Publication History

Abstract

Realtime ray tracing has recently established itself as a possible alternative to the current rasterization approach for interactive 3D graphics. However, the performance of existing software implementations is still severely limited by today's CPUs, requiring many CPUs for achieving realtime performance.In this paper we present a prototype implementation of the full ray tracing pipeline on a single FPGA chip. Running at only 90 MHz it achieves realtime frame rates of 20 to 60 frames per second over a wide range of 3D scenes and includes support for texturing, multiple light sources, and multiple levels of reflection or transparency. A particular interesting feature of the design in the re-use of the transformation unit necessary for supporting dynamic scenes also for other tasks, including efficient ray-triangle intersection as well as shading computations. Despite the additional support for dynamic scenes this approach reduces the overall hardware cost by 68%.We evaluate the design and its implementation across a wide set of example scenes and demonstrate the benefits of dedicated realtime ray tracing hardware.

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  • (2024)Designing a Graphics Processing Unit for 2D Rendering on FPGA for Educational Purpose2024 3rd International Conference on Advancement in Electrical and Electronic Engineering (ICAEEE)10.1109/ICAEEE62219.2024.10561635(1-6)Online publication date: 25-Apr-2024
  • (2022)Mach-RT: A Many Chip Architecture for High Performance Ray TracingIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2020.302104828:3(1585-1596)Online publication date: 1-Mar-2022
  • (2022)Agglomerative Memory and Thread Scheduling for High-Performance Ray-Tracing on GPUsIEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems10.1109/TCAD.2021.305891041:2(334-345)Online publication date: Feb-2022
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cover image ACM Conferences
HWWS '04: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
August 2004
142 pages
ISBN:3905673150
DOI:10.1145/1058129
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 29 August 2004

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GH04: Graphics Hardware 2004
August 29 - 30, 2004
Grenoble, France

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Overall Acceptance Rate 37 of 94 submissions, 39%

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Cited By

View all
  • (2024)Designing a Graphics Processing Unit for 2D Rendering on FPGA for Educational Purpose2024 3rd International Conference on Advancement in Electrical and Electronic Engineering (ICAEEE)10.1109/ICAEEE62219.2024.10561635(1-6)Online publication date: 25-Apr-2024
  • (2022)Mach-RT: A Many Chip Architecture for High Performance Ray TracingIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2020.302104828:3(1585-1596)Online publication date: 1-Mar-2022
  • (2022)Agglomerative Memory and Thread Scheduling for High-Performance Ray-Tracing on GPUsIEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems10.1109/TCAD.2021.305891041:2(334-345)Online publication date: Feb-2022
  • (2021)A Survey on Bounding Volume Hierarchies for Ray TracingComputer Graphics Forum10.1111/cgf.14266240:2(683-712)Online publication date: 4-Jun-2021
  • (2020)Hardware-Accelerated Dual-Split TreesProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/34061853:2(1-21)Online publication date: 26-Aug-2020
  • (2020)Survey of Nvidia RTX TechnologyProgramming and Computer Software10.1134/S036176882003006846:4(297-304)Online publication date: 8-Aug-2020
  • (2020)Load Balancing Algorithm for Real-Time Ray Tracing of Dynamic ScenesIEEE Access10.1109/ACCESS.2020.30190758(165003-165009)Online publication date: 2020
  • (2020)Enabling heterogeneous ray‐tracing acceleration in edge/cloud architecturesConcurrency and Computation: Practice and Experience10.1002/cpe.582233:11Online publication date: 16-Jul-2020
  • (2019)Examination of the Nvidia RTXGraphiCon'2019 Proceedings. Volume 210.30987/graphicon-2019-2-7-12(7-12)Online publication date: 5-Nov-2019
  • (2019)The Study of Three Level Parallelisms in Ray Tracing AlgorithmProceedings of the 2nd International Conference on Computer Science and Software Engineering10.1145/3339363.3339388(102-107)Online publication date: 24-May-2019
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