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dc.contributor.authorDavidovič, Tomáš
dc.contributor.authorMaršálek, Lukáš
dc.contributor.authorSlusallek, Philipp
dc.contributor.editorBaranoski, Gladimir
dc.contributor.editorSkala, Václav
dc.date.accessioned2014-03-17T13:25:12Z
dc.date.available2014-03-17T13:25:12Z
dc.date.issued2011
dc.identifier.citationWSCG 2011: Full Papers Proceedings: The 19th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in cooperation with EUROGRAPHICS Association, p. 65-72.en
dc.identifier.isbn978-80-86943-83-1
dc.identifier.urihttp://wscg.zcu.cz/WSCG2011/!_2011_WSCG_Full_papers.pdf
dc.identifier.urihttp://hdl.handle.net/11025/10805
dc.description.abstractIn the recent years we have witnessed massive boost to hardware graphics accelerators (graphics cards), not only in the raw performance, but also in their programmability, introducing the concept of GPGPU. However, despite this, the current architectures still favor feed-forward algorithms over recursive ones. While shading is, in this sense, a feed-forward algorithm, ray tracing, and specifically ray traversal, is a recursive rather than feed-forward algorithm. Adding a dedicated hardware ray traversal engine should therefore prove to be an interesting option. Also, with dedicated hardware, we can perform many optimizations on arithmetic units due to their fixed interaction. This can reduce the area well below a simple sum of areas of the individual units. In this paper we offer for consideration analysis of memory requirements for combination of a dedicated hardware ray traversal and intersection engine with highly parallel general purpose processor used for shading. We show results and requirements of such a combination on scenes of moderate complexity, with regard to speed, bandwidth and latency.en
dc.format8 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesWSCG 2011: Full Papers Proceedingsen
dc.rights© Václav Skala - UNION Agencyen
dc.subjectsledování paprskucs
dc.subjectgrafické procesorycs
dc.subjecthardwarecs
dc.titlePerformance Considerations When Using a Dedicated Ray Traversal Engineen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedray tracingen
dc.subject.translatedgraphic processing unitsen
dc.subject.translatedhardwareen
dc.type.statusPeer-revieweden
dc.type.driverinfo:eu-repo/semantics/conferenceObjecten
dc.type.driverinfo:eu-repo/semantics/publishedVersionen
Appears in Collections:WSCG '2011: Full Papers Proceedings

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