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shiqiu1105

Discussion on GPU Ray Tracing

4 posts in this topic

HI folks,
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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There's an article in GPU Pro 3 about ray-tracing with compute shaders, which should be relevant for you. I would also try and see you can dig up some implementation details on Nvidia's Optix, since at this point it's a pretty mature library and is bound to have a lot of Cuda-specific optimizations. I'm not sure if they have public implementation details, but perhaps you could email one of the developers.
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Nvidia revealed a little of OptiX in a talk at GTC in 2010 online available [url="http://www.gpucomputing.net/?q=node/7888"]here[/url].
Also, there is the paper from [url="http://developer.download.nvidia.com/whitepapers/2010/SIGGRAPH2010-OptiX-Raytracing-Paper.pdf"]Parker et al.[/url] 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.
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shiqiu1105, use global atomics for fetch global buffer with rays . (or increment global rays index)
this is faster, because some threads may complited fasts instead another .

you can try use a g-buffer for speed up. Edited by xma
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The one is starting, others ray trace 400 million dynamic polygons using GPU, see centileo.com demos
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