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CHC+RT: coherent hierarchical culling for ray tracing


Mattausch, O.; Bittner, J.; Jaspe, A.; Gobbetti, Enrico; Wimmer, Michael; Pajarola, R (2015). CHC+RT: coherent hierarchical culling for ray tracing. Computer Graphics Forum, 34(2):537-548.

Abstract

We propose a new technique for in-core and out-of-core GPU ray tracing using a generalization of hierarchical occlusion culling in the style of the CHC++ method. Our method exploits the rasterization pipeline and hardware occlusion queries in order to create coherent batches of work for localized shader-based ray tracing kernels. By combining hierarchies in both ray space and object space, the method is able to share intermediate traversal results among multiple rays. We exploit temporal coherence among similar ray sets between frames and also within the given frame. A suitable management of the current visibility state makes it possible to benefit from occlusion culling for less coherent ray types like diffuse reflections. Since large scenes are still a challenge for modern GPU ray tracers, our method is most useful for scenes with medium to high complexity, especially since our method inherently supports ray tracing highly complex scenes that do not fit in GPU memory. For in-core scenes our method is comparable to CUDA ray tracing and performs up to 5.94× better than pure shader-based ray tracing.

Abstract

We propose a new technique for in-core and out-of-core GPU ray tracing using a generalization of hierarchical occlusion culling in the style of the CHC++ method. Our method exploits the rasterization pipeline and hardware occlusion queries in order to create coherent batches of work for localized shader-based ray tracing kernels. By combining hierarchies in both ray space and object space, the method is able to share intermediate traversal results among multiple rays. We exploit temporal coherence among similar ray sets between frames and also within the given frame. A suitable management of the current visibility state makes it possible to benefit from occlusion culling for less coherent ray types like diffuse reflections. Since large scenes are still a challenge for modern GPU ray tracers, our method is most useful for scenes with medium to high complexity, especially since our method inherently supports ray tracing highly complex scenes that do not fit in GPU memory. For in-core scenes our method is comparable to CUDA ray tracing and performs up to 5.94× better than pure shader-based ray tracing.

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Additional indexing

Item Type:Journal Article, refereed, original work
Communities & Collections:03 Faculty of Economics > Department of Informatics
Dewey Decimal Classification:000 Computer science, knowledge & systems
Uncontrolled Keywords:graphics, rendering, ray tracing, shadows
Language:English
Date:May 2015
Deposited On:12 Aug 2016 06:07
Last Modified:12 Aug 2016 09:35
Publisher:Wiley-Blackwell Publishing, Inc.
ISSN:0167-7055
Additional Information:This is the peer reviewed version of the following article: Mattausch, O. et al: (2015), CHC+RT: Coherent Hierarchical Culling for Ray Tracing. Computer Graphics Forum, 34: 537–548., which has been published in final form at http://doi.org/10.1111/cgf.12582. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Self-Archiving (http://olabout.wiley.com/WileyCDA/Section/id-820227.html#terms).
Publisher DOI:https://doi.org/10.1111/cgf.12582
Related URLs:http://onlinelibrary.wiley.com/doi/10.1111/cgf.12582/abstract (Publisher)
Other Identification Number:merlin-id:12951

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