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  1. Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware (HWWS '04)
  2. Realtime ray tracing of dynamic scenes on an FPGA chip
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A quadrilateral rendering primitive
Mio: fast multipass partitioning via priority-based instruction scheduling
Tile-based texture mapping on graphics hardware
PixelView: a view-independent graphics rendering architecture
UberFlow: a GPU-based particle engine
A hierarchical shadow volume algorithm
Efficient partitioning of fragment shaders for multiple-output hardware
Silhouette maps for improved texture magnification
A flexible simulation framework for graphics architectures
Hardware-based simulation and collision detection for large particle systems
Squeeze: numerical-precision-optimized volume rendering
Realtime ray tracing of dynamic scenes on an FPGA chip
Understanding the efficiency of GPU algorithms for matrix-matrix multiplication
A programmable vertex shader with fixed-point SIMD datapath for low power wireless applications

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Realtime ray tracing of dynamic scenes on an FPGA chip

Content Provider ACM Digital Library
Author Schmittler, Jörg Woop, Sven Slusallek, Philipp Wagner, Daniel Paul, Wolfgang J.
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.
Starting Page 95
Ending Page 106
Page Count 12
File Format PDF
ISBN 3905673150
ISSN 17273471
DOI 10.1145/1058129.1058143
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2004-08-29
Publisher Place New York
Access Restriction Subscribed
Content Type Text
Resource Type Article
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