understanding-the-efficiency-of-ray-traversal-on-gpus


Open-source implementation of "Understanding the Efficiency of Ray Traversal on GPUs"

Source code for the fast GPU-based ray traversal routines used in the following paper:

"Understanding the Efficiency of Ray Traversal on GPUs",
Timo Aila and Samuli Laine,
Proc. High-Performance Graphics 2009
http://www.tml.tkk.fi/~timo/publications/aila2009hpg_paper.pdf
In addition to the original kernels that were optimized for NVIDIA GTX 285,
the package also includes kernels specifically hand-tuned for GTX 480
(GF100/Fermi) and GTX 680 (GK104/Kepler). The results for these GPUs have
been published in the following technical report:

"Understanding the Efficiency of Ray Traversal on GPUs - Kepler and Fermi Addendum",
Timo Aila, Samuli Laine, and Tero Karras,
NVIDIA Technical Report NVR-2012-02
http://research.nvidia.com/publication/understanding-efficiency-ray-traversal-gpus-kepler-and-fermi-addendum
The accompanying benchmark application and test scenes aim to replicate the
published results as accurately as possible, although there are slight
differences in the test setup (e.g. BVH builder, CUDA version).

New in version 1.4

  • Include hand-tuned kernels for Kepler-based GPUs.
  • Improve fermi_speculative_while_while perf using vmin/vmax PTX instructions.
  • Include San Miguel test scene in the package.
  • Improve robustness of the BVH builder with degenerate input.
  • Switch to New BSD License (previously Apache License 2.0).
  • Upgrade to Visual Studio 2010 (previously 2008).
  • Fix a CUDA compilation issue with Visual Studio Express.
  • General bugfixes and improvements to framework.

System requirements

  • Microsoft Windows XP, Vista, or 7.
  • At least 1GB of system memory.
  • NVIDIA CUDA-compatible GPU with compute capability 1.2 and at least 256 megabytes of DRAM. GeForce GTX 480 or GTX 680 is recommended.
  • Microsoft Visual Studio 2010. Required even if you do not plan to build the source code, as the runtime CUDA compilation mechanism depends on it.

Developers

  • Tero Karras
  • Timo Aila
  • Samuli Laine

Acknowledgements

  • Anat Grynberg and Greg Ward for the Conference room model.
  • University of Utah for the Fairy scene.
  • Marko Dabrovic (www.rna.hr) for the Sibenik cathedral model.
  • Guillermo M. Leal Llaguno (www.evvisual.com) for the San Miguel model.

Project Information

Labels:
Raytracing 3D GPU CUDA Fermi