Published in

Springer (part of Springer Nature), Analog Integrated Circuits and Signal Processing, 2(70), p. 189-202

DOI: 10.1007/s10470-011-9739-x

Links

Tools

Export citation

Search in Google Scholar

An efficient parallel architecture for ray-tracing

Journal article published in 2011 by Alexandre S. Nery, Nadia Nedjah, Felipe M. G. França ORCID
This paper is available in a repository.
This paper is available in a repository.

Full text: Download

Green circle
Preprint: archiving allowed
Green circle
Postprint: archiving allowed
Red circle
Published version: archiving forbidden
Data provided by SHERPA/RoMEO

Abstract

Real time rendering of three-dimensional scenes in high photorealistic details is a hard task, such as in the ray tracing rendering algorithm. In general, the performance achieved by a sequential software-based implementation of ray tracing is far from satisfactory. However, parallel implementations of ray tracing have been enabling reasonable real time performance, as the algorithm is embarrassingly parallel. Thus, a custom parallel design in hardware is likely to achieve an even higher performance. In this paper, we propose a hardware parallel architecture capable of dealing with the main desirable features of ray tracing, such as shadows and reflection effects, imposing low area cost and a promising rendering performance. Such architecture, called GridRT, is based on the Uniform Grid acceleration structure and is intended to deliver massive parallelism through parallel ray-triangle intersection tests as well as parallel processing of many rays. A hardware implementation of the proposed architecture is presented, together with some performance results and resources requirements. The rendering is reduced by 80% using a grid configuration of eight processing elements.