A Shader-Based Ray Tracing Engine

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3
Citations

SCOPUS

7

초록

Recently, ray tracing techniques have been highly adopted to produce high quality images and animations. In this paper, we present our design and implementation of a real-time ray-traced rendering engine. We achieved real-time capability for triangle primitives, based on the ray tracing techniques on GPGPU (general-purpose graphics processing unit) compute shaders. To accelerate the ray tracing engine, we used a set of acceleration techniques, including bounding volume hierarchy, its roped representation, joint up-sampling, and bilateral filtering. Our current implementation shows remarkable speed-ups, with acceptable error values. Experimental results shows 2.5-13.6 times acceleration, and less than 3% error values for the 95% confidence range. Our next step will be enhancing bilateral filter behaviors.

키워드

ray tracing; acceleration; bilateral up-sampling
제목
A Shader-Based Ray Tracing Engine
저자
Park, Sukjun; Baek, Nakhoon
DOI
10.3390/app11073264
발행일
2021-04
유형
Article
저널명
Applied Sciences (Switzerland)
권
11
호
7