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dc.contributor.authorGuthe, Michaelen_US
dc.contributor.editorEric Galin and Michael Wanden_US
dc.date.accessioned2014-12-16T07:11:40Z
dc.date.available2014-12-16T07:11:40Z
dc.date.issued2014en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egsh.20141013en_US
dc.description.abstractDespite the potential divergence of depth-first ray tracing [AL09], it is nevertheless the most efficient approach on massively parallel graphics processors. Due to the use of specialized caching strategies that were originally developed for texture access, it has been shown to be compute rather than bandwidth limited. Especially with recents developments however, not only the raw bandwidth, but also the latency for both memory access and read after write register dependencies can become a limiting factor. In this paper we will analyze the memory and instruction dependency latencies of depth first ray tracing. We will show that ray tracing is in fact latency limited on current GPUs and propose three simple strategies to better hide the latencies. This way, we come significantly closer to the maximum performance of the GPU.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectPicture/Image Generation Display algorithmsen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree DimensionalGraphics and Realism Raytracingen_US
dc.titleLatency Considerations of Depth-first GPU Ray Tracingen_US
dc.description.seriesinformationEurographics 2014 - Short Papersen_US


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