Abstract

Abstract One of the challenges of GPU-based ray tracing is the hierarchical space indexation structure traversal. Stackless approaches to this problem offer benefits both in terms of maximum representable scene size and performances [5] , [9] . We improve on the current stackless traversal methods by increasing memory access locality and accelerating both the primary and secondary ray shooting through specific optimizations achieved at the cost of additional precomputations. Those supplementary steps can be performed on the host and have their results transferred asynchronously on the GPU while the rendering kernel is running, hence being completely hidden.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.