“SGRT: a scalable mobile GPU architecture based on ray tracing” by Lee, Lee, Nah, Kim, Shin, et al. …

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    SGRT: a scalable mobile GPU architecture based on ray tracing

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Abstract:


    Recently, with the increasing demand for photorealistic graphics and the rapid advances in desktop CPUs/GPUs, real-time raytracing has attracted considerable attention. Unfortunately, raytracing in the current mobile environment is difficult because of inadequate computing power, memory bandwidth, and flexibility in mobile GPUs. In this work, we present a novel mobile GPU architecture called the SGRT (Samsung reconfigurable GPU based on RayTracing) by enhancing our previous works with the following features: 1) a fast compact hardware engine that accelerates a traversal and intersection operation, 2) a flexible reconfigurable processor that supports software ray generation and shading, and 3) a parallelization framework that achieves scalable performance. Unlike our previous work, the current architecture is designed for both static and dynamic scenes with a smaller area. Experimental results show that the SGRT can be a versatile graphics solution, as it supports compatible performance compared to desktop GPU raytracers. To the best of our knowledge, the SGRT is the first mobile GPU based on full Whitted raytracing.

References:


    1. Nah, J.-H., et al. 2011. T&I Engine: Traversal and Intersection Engine for Hardware Accelerated Ray Tracing. In ACM Transaction on Graphics (Proceedings of SIGGRAPH ASIA 2011), 30, 6, 160:1–10.
    2. Lee, W.-J., et al. 2011. A Scalable GPU Architecture based on Dynamically Embedded Reconfigurable Processor. In High Performance Graphics 2011, Posters.


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