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dc.contributor.authorFrank, S.en_US
dc.contributor.authorKaufman, A.en_US
dc.contributor.editorThomas Ertl and Wolfgang Heidrich and Michael Doggetten_US
dc.date.accessioned2013-10-28T10:00:22Z
dc.date.available2013-10-28T10:00:22Z
dc.date.issued2002en_US
dc.identifier.isbn1-58113-580-1en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH02/127-135en_US
dc.description.abstractWe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectInteren_US
dc.subjectframe coherenceen_US
dc.subjectLoad Balancingen_US
dc.subjectSuper volumeen_US
dc.subjectVolumetric Ray Tracingen_US
dc.titleDependency Graph Scheduling in a Volumetric Ray Tracing Architectureen_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US


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