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rouncED

GPGPU RAYTRACING

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As we know, we can now raytrace in realtime using the gpu.

Model comes into the shader in the form of floating point textures, then you take each 9 floats in a row and produce an intersectable triangle out of it.

Ray - Triangle in the pixel shader, then you should have whether the ray intersects the model or not.

But of course, you have to linearly step through all the triangles without any form of spacial division for the rays.

I was just wondering, how do you go about adding the spacial division in this form?

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Here's a good point to start your research:

http://www.larsole.com/files/GPU_BVHthesis.pdf

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Give a look to Ompf forum where there is a lot of info about RT and lately also about GPU RT.

Quote:

Model comes into the shader in the form of floating point textures


Funny, I used to think that this was the old way to do GPGPU, before OpenCL and CUDA... do you really still need to use texture to input data?

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Quote:
Original post by cignox1
Funny, I used to think that this was the old way to do GPGPU, before OpenCL and CUDA... do you really still need to use texture to input data?


If you want the solution to be able to run on ATi cards then CUDA is out. OpenCL when I looked at it at the start of the year did not seem to be mature enough in terms of implementation. It's a great concept but ATi, nVidia and Intel all have their own implementations which means coding to ensure it works across them all seemed to be quite hellish.

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