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研究生:李權祐
研究生(外文):Chuan-Yiu Lee
論文名稱:使用層次包圍盒之光線三角形相交測試之硬體架構設計與實現
論文名稱(外文):Hardware Architecture Design andImplementation of Ray-Triangle Intersectionwith Bounding Volume Hierarchies
指導教授:簡韶逸
指導教授(外文):Shao-Yi Chien
學位類別:碩士
校院名稱:國立臺灣大學
系所名稱:電子工程學研究所
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:69
中文關鍵詞:光線追跡硬體架構三維繪圖
外文關鍵詞:Ray TracingHardware Architecture3D Graphics
相關次數:
  • 被引用被引用:0
  • 點閱點閱:258
  • 評分評分:
  • 下載下載:0
  • 收藏至我的研究室書目清單書目收藏:0
光線追跡是一種簡單卻又極具威力的三維繪圖技術。它利用模擬真實光線行進的方式來描繪出極具真實的畫面,但隨之而來的卻是計算上的高複雜度,也因此無法達到即時的需求。近幾年來,隨著硬體運算能力及演算法的進步,許多軟體實現的光線追跡器以大幅提升其效能到接近即時的程度。但是仍然只有極少數硬體實現的光線追跡器被提出。其原因主要是在於傳統的光線追跡管線的演算法並不利於硬體上的設計。本論文提出一個新的光線追跡演算法。它的特點是相對傳統的演算法而言能夠大量減少晶片內記憶體的使用,卻又能保持相似的效能。
同時,根據此演算法,我們也提出相對應的硬體架構。在此架構裡,我們還使用了多種硬體架構設計的方法來提升其硬體使用率,包括多執行緒、摺疊等,使其能在有限的硬體資源下達到最高的效能。在外部記憶體頻寬方面,運用位元長度分析和頂點分享的技術來減少頻寬。
我們也按照標準單元設計流程實作原形晶片。該晶片利用台積電130 nm技術製程,面積為1。697 X 1。7mm^2。其處理能力為每秒43億浮點數指令運算。
Ray tracing is a simple yet powerful and general algorithm for accurately computing
global light transport and rendering high quality images. While recent algorithmic improvements
and optimized parallel software implementations have increased ray tracing
performance to interactive levels, few efficient hardware solution has been available due
to hardware unfriendly of traditional ray tracing algorithm. This thesis proposes a more
hardware friendly ray tracing algorithm and describes the architecture based on this algorithm.
We also implement a first prototype chip around the world for ray tracing
with standard cell based design flow. By the proposed algorithm, on-chip sram usage of
my design is reduced dramatically compared to previous architectures while it retains
a similar computation amounts. We also use multi-threading and folding technique to
increase the hardware utilization and achieve maximum performance at minimum hardware
resource. The external bandwidth is low enough to duplicate many the same units
to process in parallel, which is achieved by a tiny cache with word length analysis and
vertex sharing technique. The prototype chip is fabricated by TSMC 0.13 μm technology.
The chip size is 1.697×1.7mm2. It is capable of 4.3 giga floating point operations
per-second.
vii
Abstract vii
1 Introduction 1
1.1 Why is Ray Tracing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 What is Ray Tracing . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.2.1 Ray Generation . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.2.2 Traversal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.2.3 Intersection . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.2.4 Shading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.3 Thesis Organization . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2 PreviousWorks 7
2.1 Algorithm Progress in Interactive Ray Tracing . . . . . . . . . . . . . 7
2.2 Parallel Platform for Ray Tracing . . . . . . . . . . . . . . . . . . . . . 8
3 Algorithm Development 9
3.1 Traversal Algorithm Overview . . . . . . . . . . . . . . . . . . . . . . 9
3.1.1 Uniform Grids . . . . . . . . . . . . . . . . . . . . . . . . . . 9
3.1.2 KD-tree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.1.3 BVH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.2 Bounding Volume Hierarchy Algorithm In Ray Tracing . . . . . . . . . 12
3.2.1 Construction . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
3.2.2 AABB Intersection Test . . . . . . . . . . . . . . . . . . . . . 14
3.3 New Traversal Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . 16
3.3.1 First Hit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
i
ii
3.3.2 Frustum Culling . . . . . . . . . . . . . . . . . . . . . . . . . 17
3.3.3 Change The Ray Order When Both Tests Are Fail . . . . . . . . 19
3.3.4 Node Stack Elimination . . . . . . . . . . . . . . . . . . . . . 19
3.3.5 Record First Active Ray . . . . . . . . . . . . . . . . . . . . . 20
3.3.6 Traversal at Leaf . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.4 Experimental Results and Comparison . . . . . . . . . . . . . . . . . . 22
3.5 Ray-Triangle Intersection . . . . . . . . . . . . . . . . . . . . . . . . 26
3.5.1 Algorithm Adoption . . . . . . . . . . . . . . . . . . . . . . . 26
3.5.2 Fast, Minimum Storage Ray Triangle Intersection . . . . . . . . 27
4 Architecture Design of Ray Tracer 29
4.1 Architecture Overview . . . . . . . . . . . . . . . . . . . . . . . . . . 29
4.2 The Ray Casting Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
4.3 Traversal Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
4.4 Traversal Controller . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
4.5 Intersection Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
4.6 Ray Buffer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
4.7 Arbiter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
4.8 Result Buffer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
4.9 Cache Architecture . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
5 Chip Implementation 53
5.1 Design Flow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
5.2 Test Consideration . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
5.2.1 Ad-hoc Testing . . . . . . . . . . . . . . . . . . . . . . . . . . 56
5.2.2 SRAM BIST . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
5.3 Chip Layout and Specification . . . . . . . . . . . . . . . . . . . . . . 57
5.4 Experimental Results and Comparison . . . . . . . . . . . . . . . . . . 57
6 Conclusion 63
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