On the Importance of Scene Structure for Hardware-Accelerated Ray Tracing
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21230%2F23%3A00368559" target="_blank" >RIV/68407700:21230/23:00368559 - isvavai.cz</a>
Výsledek na webu
<a href="https://doi.org/10.24132/CSRN.3301.60" target="_blank" >https://doi.org/10.24132/CSRN.3301.60</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.24132/CSRN.3301.60" target="_blank" >10.24132/CSRN.3301.60</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
On the Importance of Scene Structure for Hardware-Accelerated Ray Tracing
Popis výsledku v původním jazyce
Ray tracing is typically accelerated by organizing the scene geometry into an acceleration data structure. Hardware-accelerated ray tracing, available through modern graphics APIs, exposes an interface to the acceleration structure(AS) builder that constructs it given the input scene geometry. However, this process is opaque, with limited knowledge and control over the internal algorithm. Additional control is available through the layout of the AS builder input data, the geometry of the scene structured in a user-defined way. In this work, we evaluate the impact of a different scene structuring on the run time performance of the ray-triangle intersections in the context of hardware-accelerated ray tracing. We discuss the possible causes of significantly different outcomes (up to 1.4 times) for the same scene and identify a potential to reduce the cost by automatic input structure optimization.
Název v anglickém jazyce
On the Importance of Scene Structure for Hardware-Accelerated Ray Tracing
Popis výsledku anglicky
Ray tracing is typically accelerated by organizing the scene geometry into an acceleration data structure. Hardware-accelerated ray tracing, available through modern graphics APIs, exposes an interface to the acceleration structure(AS) builder that constructs it given the input scene geometry. However, this process is opaque, with limited knowledge and control over the internal algorithm. Additional control is available through the layout of the AS builder input data, the geometry of the scene structured in a user-defined way. In this work, we evaluate the impact of a different scene structuring on the run time performance of the ray-triangle intersections in the context of hardware-accelerated ray tracing. We discuss the possible causes of significantly different outcomes (up to 1.4 times) for the same scene and identify a potential to reduce the cost by automatic input structure optimization.
Klasifikace
Druh
J<sub>SC</sub> - Článek v periodiku v databázi SCOPUS
CEP obor
—
OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
<a href="/cs/project/EF16_019%2F0000765" target="_blank" >EF16_019/0000765: Výzkumné centrum informatiky</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)<br>S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2023
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Computer Science Research Notes
ISSN
2464-4617
e-ISSN
—
Svazek periodika
3301
Číslo periodika v rámci svazku
May
Stát vydavatele periodika
CZ - Česká republika
Počet stran výsledku
7
Strana od-do
361-367
Kód UT WoS článku
—
EID výsledku v databázi Scopus
2-s2.0-85170554694