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Ray Tracing Hardware II

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SIGGRAPH 2005 paper, programmable ray tracing hardware. ART. 3 ... Scalar, not vector. Fixed function. List processing unit (MPU) 14 ... – PowerPoint PPT presentation

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Title: Ray Tracing Hardware II


1
Ray Tracing Hardware II
  • Anselmo Lastra

2
Topics
  • SaarCor on FPGA
  • http//www.saarcor.de/
  • SIGGRAPH 2005 paper, programmable ray tracing
    hardware
  • ART

3
FPGA Ray Tracer
  • GH 2004 implementation of SaarCor
  • With changes
  • Support for dynamic objects
  • Keep a different spatial index for each object
  • So objects are in different spatial data
    structures
  • Affine transform to position, per frame, in
    top-level scene
  • To simplify computation, they used a ray-triangle
    intersection scheme that is mostly a
    transformation
  • http//graphics.cs.uni-sb.de/jofis/SaarCOR/DynRT/
    DynRT.html

4
Intersection Test
  • The intersection is with a unit triangle, so is
    very simple
  • Ray generation also done using transform unit

5
Block Diagram
6
Ray Processing
  • RGS generates ray and transform
  • Sent to Transformation unit via a
  • Transformed ray sent to traversal via b
  • Traversal goes down kd-tree to leaf
  • List unit fetches objects
  • Intersection is computed
  • Final hit sent to RGS via g
  • Really the loop also includes another
    transformation to map ray to object space

7
Specialized Caches
  • Not much detail

8
Datapaths
9
Implementation
  • 24-bit floating point (16/8)
  • SRAM, partitioned
  • 2 banks for frame buffer
  • 1 bank for shading parameters
  • 3 banks for kd-tree
  • One intersection unit
  • Packets of 4 rays are traversed

10
Floating Point Requirements
11
Comparison to CPU
12
Implementation Stats
13
Saarland 2005 Paper
  • Less special purpose than 2004 design
  • Move toward style of current GPUs
  • Multiple SIMD units
  • Operations on vectors of size 4
  • Multi-threaded
  • Register stack
  • Trace instruction to spawn rays
  • Special-purpose traversal unit (TPU)
  • Scalar, not vector
  • Fixed function
  • List processing unit (MPU)

14
Full System
15
SPU Block Diagram
16
RPU
17
Performance
18
Advanced Rendering Technology
  • Make accelerators for offline ray tracing
  • High-quality
  • RenderMan shading
  • Chip
  • 1.8M gates
  • 64 32-bit FPUs
  • Block diagram next

19
AR 350
20
Other Efforts
  • Hiroaki Kobayashi, Ken-ichi Suzuki, Kentaro Sano,
    Nobuyuki Oba, Interactive Ray-Tracing on the
    3DCGiRAM Architecture, ACM MICRO-35
  • J. Fender and J. Rose, "A High-Speed Ray Tracing
    Engine Built on a Field-Programmable System," in
    IEEE International Conf. On Field-Programmable
    Technology, December 2003, pp. 188-195.
  • Also see Reshetov, Soupikov, Hurley, Multi-Level
    Ray Tracing Algorithm, SIGGRAPH 2005
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