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dc.contributor.authorBudge, Brianen_US
dc.contributor.authorBernardin, Tonyen_US
dc.contributor.authorStuart, Jeff A.en_US
dc.contributor.authorSengupta, Shubhabrataen_US
dc.contributor.authorJoy, Kenneth I.en_US
dc.contributor.authorOwens, John D.en_US
dc.date.accessioned2015-02-23T10:15:37Z
dc.date.available2015-02-23T10:15:37Z
dc.date.issued2009en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2009.01378.xen_US
dc.description.abstractWe present a software system that enables path-traced rendering of complex scenes. The system consists of two primary components: an application layer that implements the basic rendering algorithm, and an out-of-core scheduling and data-management layer designed to assist the application layer in exploiting hybrid computational resources (e.g., CPUs and GPUs) simultaneously. We describe the basic system architecture, discuss design decisions of the system s data-management layer, and outline an efficient implementation of a path tracer application, where GPUs perform functions such as ray tracing, shadow tracing, importance-driven light sampling, and surface shading. The use of GPUs speeds up the runtime of these components by factors ranging from two to twenty, resulting in a substantial overall increase in rendering speed. The path tracer scales well with respect to CPUs, GPUs and memory per node as well as scaling with the number of nodes. The result is a system that can render large complex scenes with strong performance and scalability.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleOut-of-core Data Management for Path Tracing on Hybrid Resourcesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume28en_US
dc.description.number2en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01378.xen_US
dc.identifier.pages385-396en_US


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