Discussion on GPU Ray Tracing
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Posted 19 July 2012 - 09:57 AM
I am trying to write a basic ray tracer with CUDA.
What I have implemented now is simply 1 sample per pixel, and each sample is assigned to a cuda thread.
And each thread traces it's own ray.
I am writing to ask more advanced and efficient ways of doing this.
For example, what's the best the strategy for parallelizing all the tasks? When Multiple samples are used, should I assign each thread all samples in one pixel, or should I only parallelize computation within a thread and sequentially render all pixels?
And, I have also heard that it's better to trace ray in a breadth-first mannar? Why? any tutorial of how to do this?
Anyway, I will appreciate any advice and idea, thank you~
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Posted 19 July 2012 - 03:00 PM
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Posted 19 July 2012 - 05:11 PM
Also, there is the paper from Parker et al. presented at Siggraph in 2010 (though it is more explaining the general architecture of the engine).
I guess, there is more on the internet, perhaps more recent material.
Acagamics e.V. – IGDA Student Game Development Club (University of Magdeburg, Germany)
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Posted 21 July 2012 - 06:18 AM
this is faster, because some threads may complited fasts instead another .
you can try use a g-buffer for speed up.
Edited by xma, 21 July 2012 - 06:19 AM.