Dependency Graph Scheduling in a Volumetric Ray Tracing Architecture
Abstract
We propose a volumetric ray tracing PCI board which uses FPGA components and on chip memory. In a multiboard system a super volume (i.e., one that is larger than on-board memory) can be either distributed or shared. In a single board system it must be fetched from main memory as needed. In any case the volume is sub-divided into cubic cells and process scheduling has a major impact on the rendering time. There is not generally a scheduling order which would allow each sub-volume to be read from memory only once. We introduce instead a new, compact representation of the cell ray-spawning dependencies of all rays, called Cell Tree. We use this Cell Tree to determine a good processing schedule for the next frame based on the ray dependencies from the previous frame. Experimental results show an average miss reduction of 30%. The main contribution of this paper is the generation of a Cell Tree for ray tracing which collects coherent bundles of rays with very little overhead. This is used to decrease overall memory access in sequences where there is good inter-frame coherence.
BibTeX
@inproceedings {10.2312:EGGH:EGGH02:127-135,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {Thomas Ertl and Wolfgang Heidrich and Michael Doggett},
title = {{Dependency Graph Scheduling in a Volumetric Ray Tracing Architecture}},
author = {Frank, S. and Kaufman, A.},
year = {2002},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-580-1},
DOI = {10.2312/EGGH/EGGH02/127-135}
}
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {Thomas Ertl and Wolfgang Heidrich and Michael Doggett},
title = {{Dependency Graph Scheduling in a Volumetric Ray Tracing Architecture}},
author = {Frank, S. and Kaufman, A.},
year = {2002},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {1-58113-580-1},
DOI = {10.2312/EGGH/EGGH02/127-135}
}