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研究生:陳志彰
研究生(外文):Chih-Chang Chen
論文名稱:使用邊界體階層樹於繪圖處理單元上之光跡追蹤法
論文名稱(外文):GPU Ray Tracing Using Bounding Volume Hierarchies
指導教授:劉興民
指導教授(外文):Damon Shing-Min Liu
學位類別:碩士
校院名稱:國立中正大學
系所名稱:資訊工程所
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2007
畢業學年度:95
語文別:英文
論文頁數:63
中文關鍵詞:繪圖處理器光跡追蹤
外文關鍵詞:GPUray tracing
相關次數:
  • 被引用被引用:0
  • 點閱點閱:309
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  • 下載下載:21
  • 收藏至我的研究室書目清單書目收藏:0
光跡追蹤法是一項可以產生擬真三維電腦繪圖效果的著色演算法。和目前廣泛地被硬體繪圖管線所採用的傳統掃瞄轉換著色法(rasterized rendering)相比,光跡追蹤法無疑能夠模擬更為真實之全域光影效果,然而龐大的計算複雜度也是其不可避免的代價。在這篇論文裡,我們結合了掃瞄轉換著色法和光跡追蹤法兩者之優點,實作了一個建構於繪圖處理單元(Graphics Processing Unit, GPU)上之光跡追蹤系統。我們首先利用配備深度緩衝區之硬體描畫(rasterization)來快速地決定原光跡追蹤法中「主要光線」所打中之物體並進行著色,接著再尋訪我們所採用的加速結構—邊界體階層樹(Bounding Volume Hierarchy, BVH)來追蹤陰影光及反射光等「次要光線」,藉以產生全域光影效果。此外,我們還使用了一些GPGPU(General-Purpose Computation on GPUs)上的技術,例如:Conditional Counting和Early-Z Culling,來提升繪圖處理單元之使用率。最後我們的實驗結果亦指出,繪圖處理單元在光跡追蹤法這樣的高度平行式應用程式上面,確實是除了CPU之外一個相當具有競爭性的處理平台。
Ray tracing is a rendering technique for producing realistic 3D computer graphics. Compared to traditional rasterized rendering which is generally adopted by graphics pipeline, ray tracing can simulate more realistic global illumination, however, with the cost of expensive computation. In this thesis work, we implement a GPU-based ray tracer that combines advantages of both rendering schemes: efficiency of rasterized rendering and reality of ray tracing. We first use hardware-accelerated rasterization with Z-buffer to quickly determine the first ray-triangle hit of eye rays. Secondary rays such as reflective and shadow rays are then traced to produce global illumination with a bounding volume hierarchy (BVH) which plays the role of our acceleration structure. Furthermore, we employ some GPGPU techniques such as conditional counting and early-z culling to help better utilize the GPU. The experiments show that the GPU is a competitive computational platform for ray tracing.
INTRODUCTION 1
1.1 MOTIVATION 1
1.2 OBJECTIVES 3
1.3 SIGNIFICANCE OF THE WORK 3

BACKGROUND AND RELATED WORK 6
2.1 INTRODUCTION TO RAY TRACING 6
2.2 ACCELERATION STRUCTURE 8
2.2.1 Uniform Grid 9
2.2.2 Bounding Volume Hierarchy 10
2.2.3 KD-Tree 12
2.2.4 Hybrid Structures 14
2.3 PACKET TRACING 15

TECHNIQUES IN GPU PROGRAMMING 17
3.1 PROGRAMMABLE GRAPHICS HARDWARE 17
3.1.1 Programmable Pipeline 17
3.1.2 Vertex Processor 18
3.1.3 Fragment Processor 19
3.2 HIGH-LEVEL SHADING LANGUAGES 20
3.3 GENERAL-PURPOSE COMPUTATION ON GPUS 21
3.3.1 Framebuffer Object 22
3.3.2 Ping-Pong 23
3.3.3 Multiple Rendering Targets 23
3.3.4 Conditional Counting 24
3.3.5 Early-Z Culling 25

APPROACH 28
4.1 SYSTEM OVERVIEW 28
4.2 OFFLINE PRECOMPUTATION 30
4.2.1 Acceleration Structure Creation 31
4.2.2 BVH Encapsulation on Textures 33
4.3 GPU KERNELS 34
4.3.1 Rasterization 34
4.3.2 Shading 36
4.3.3 Shadow 37
4.3.4 Reflection 38
4.3.5 Accumulation 39
4.3.6 Counting 39
4.4 MULTI-PASS REFLECTION 41
4.4.1 Criteria for Termination 41
4.4.2 Ray Update 42

EXPERIMENTS AND ANALYSIS 44
5.1 EXPERIMENTAL SETUP 44
5.2 BVH CONSTRUCTION 46
5.3 EARLY-Z CULLING 48
5.4 MULTI-PASS REFLECTION 50
5.5 CORRECTNESS OF REFLECTION 54
5.6 CPU VS. GPU 55

CONCLUSIONS AND FUTURE WORK 57

BIBLIOGRAPHY 59
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