A shader-based ray tracing engine

Sukjun Park, Nakhoon Baek

Research output: Contribution to journalArticlepeer-review

3 Scopus citations

Abstract

Recently, ray tracing techniques have been highly adopted to produce high quality images and animations. In this paper, we present our design and implementation of a real-time ray-traced rendering engine. We achieved real-time capability for triangle primitives, based on the ray tracing techniques on GPGPU (general-purpose graphics processing unit) compute shaders. To accelerate the ray tracing engine, we used a set of acceleration techniques, including bounding volume hierarchy, its roped representation, joint up-sampling, and bilateral filtering. Our current implementation shows remarkable speed-ups, with acceptable error values. Experimental results shows 2.5–13.6 times acceleration, and less than 3% error values for the 95% confidence range. Our next step will be enhancing bilateral filter behaviors.

Original languageEnglish
Article number3264
JournalApplied Sciences (Switzerland)
Volume11
Issue number7
DOIs
StatePublished - 1 Apr 2021

Keywords

  • Acceleration
  • Bilateral up-sampling
  • Ray tracing

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