Ray-tracing hardware

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Quake Wars: Ray Traced was rendered using Intel's now-cancelled Xeon Phi PCI 3.0 board.

Ray-tracing hardware is special-purpose computer hardware designed for accelerating ray tracing calculations.

Contents

Introduction: Ray tracing and rasterization

The problem of rendering 3D graphics can be conceptually presented as finding all intersections between a set of "primitives" (typically triangles or polygons) and a set of "rays" (typically one or more per pixel). [1]

Up to 2010, all typical graphic acceleration boards, called graphics processing units (GPUs), used rasterization algorithms. The ray tracing algorithm solves the rendering problem in a different way. In each step, it finds all intersections of a ray with a set of relevant primitives of the scene.

Both approaches have their own benefits and drawbacks. Rasterization can be performed using devices based on a stream computing model, one triangle at the time, and access to the complete scene is needed only once. [lower-alpha 1] The drawback of rasterization is that non-local effects, required for an accurate simulation of a scene, such as reflections and shadows are difficult; and refractions [2] nearly impossible to compute.

The ray tracing algorithm is inherently suitable for scaling by parallelization of individual ray renders. [3] However, anything other than ray casting requires recursion of the ray tracing algorithm (and random access to the scene graph) to complete their analysis, [4] since reflected, refracted, and scattered rays require that various parts of the scene be re-accessed in a way not easily predicted. But it can easily compute various kinds of physically correct effects, providing much more realistic impression than rasterization. [lower-alpha 2]

The complexity of a well implemented ray tracing algorithm scales logarithmically; [lower-alpha 3] this is due to objects (triangles and collections of triangles) being placed into BSP trees or similar structures, and only being analyzed if a ray intersects with the bounding volume of the binary space partition. [5] [lower-alpha 4]

Implementations

Various implementations of ray tracing hardware have been created, both experimental and commercial:

Notes

  1. For additional visualisations such as shadows, or reflections such as produced by a large flat body of water an addition pass of the scene graph is required for each effect.
  2. Rasterisation methods are capable of generating realistic shadows (including shadows produced by partially transparent objects), and plane reflections easily (as of 2010), but do not easily implement reflections from non planar surfaces (excluding approximations using normal maps) or refractions.
  3. That is if X is the number of triangles, then the number of computations to complete the scene is proportional to log(X).
  4. The same methods can be used in rasterization; in a simplistic implementation, culling is limited to those BSP partitions that lie within the much larger viewing frustum (more advanced implementations including those that implement occlusion culling or predicated rendering scale better than linearly for complex (especially high occluded) scenes (Note in common API's : DirectX 10 D3D10_QUERY_OCCLUSION_PREDICATE , in OpenGL 3.0 HP_occlusion_query ). With ray tracing the viewing frustum is replaced by the volume enclosed by a single ray (or ray bundle).

Related Research Articles

References

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Further reading