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| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 鄭士康(Shyh-Kang Jeng) | |
| dc.contributor.author | Chih-Cheng Tseng | en |
| dc.contributor.author | 曾至正 | zh_TW |
| dc.date.accessioned | 2021-05-20T20:02:49Z | - |
| dc.date.available | 2009-08-21 | |
| dc.date.available | 2021-05-20T20:02:49Z | - |
| dc.date.copyright | 2009-08-21 | |
| dc.date.issued | 2009 | |
| dc.date.submitted | 2009-08-19 | |
| dc.identifier.citation | 1. Batcher, K., Sorting networks and their applications. in, (1968), ACM New York, NY, USA, 307-314.
2. Benthin, C. Realtime Ray Tracing on Current CPU Architectures, Universitatsbibliothek, 2006. 3. Boulos, S., Edwards, D., Lacewell, J., Kniss, J., Kautz, J., Shirley, P. and Wald, I., Packet-based whitted and distribution ray tracing. in Proceedings of Graphics Interface, (2007), ACM New York, NY, USA, 177-184. 4. Boulos, S., Wald, I. and Benthin, C., Adaptive ray packet reordering. in IEEE Symposium on Interactive Ray Tracing (2008), 131-138. 5. Carr, N., Hall, J. and Hart, J., The ray engine. in Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware, (2002), Eurographics Association Aire-la-Ville, Switzerland, Switzerland, 37-46. 6. Chapman, B., Jost, G., Van Der Pas, R. and Kuck, D. Using OpenMP: portable shared memory parallel programming. The MIT Press, 2007. 7. Foley, T. and Sugerman, J., KD-tree acceleration structures for a GPU raytracer. in Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware, (2005). 8. Gottschalk, S., Lin, M. and Manocha, D., OBBTree: A hierarchical structure for rapid interference detection. in ACM Transactions on Graphics ACM SIGGRAPH, (1996), ACM New York, NY, USA, 171-180. 9. Gunther, J., Friedrich, H., Seidel, H. and Slusallek, P. Interactive ray tracing of skinned animations. The Visual Computer, 22 (9). 785-792. 10. Harris, M., Sengupta, S. and Owens, J. Parallel prefix sum (scan) with CUDA. GPU Gems, 3. 11. Havran, V. Heuristic ray shooting algorithms Unpublished doctoral dissertation, Czech Technical University in Prague, 2000. 12. Havran, V., Herzog, R. and Seidel, H., On the fast construction of spatial hierarchies for ray tracing. in IEEE Symposium on Interactive Ray Tracing, (2006), 71-80. 13. Horn, D., Sugerman, J., Houston, M. and Hanrahan, P., Interactive kd tree GPU raytracing. in ACM SIGGRAPH symposium on Interactive 3D graphics and games, (2007), ACM New York, NY, USA, 167-174. 14. Hunt, W., Mark, W. and Stoll, G., Fast kd-tree construction with an adaptive error-bounded heuristic. in IEEE Symposium on Interactive Ray Tracing, (2006), 81-88. 15. MacDonald, J. and Booth, K. Heuristics for ray tracing using space subdivision. The Visual Computer, 6 (3). 153-166. 16. Moller, T. A fast triangle-triangle intersection test. Journal of graphics tools, 2 (2). 25-30. 17. Moller, T. and Trumbore, B. Fast, minimum storage ray-triangle intersection. Graphics Tools: The Jgt Editors' Choice. 181. 18. Pharr, M. and Humphreys, G. Physically Based Rendering: From Theory to Implementation. Morgan Kaufmann, 2004. 19. Popov, S., Gunther, J., Seidel, H. and Slusallek, P., Experiences with streaming construction of SAH KD-trees. in IEEE Symposium on Interactive Ray Tracing, (2006), 89-94. 20. Popov, S., Gunther, J., Seidel, H. and Slusallek, P., Stackless kd-tree traversal for high performance GPU ray tracing. in Eurographics, (2007), Blackwell Publishing Ltd, 415-424. 21. Purcell, T., Buck, I., Mark, W. and Hanrahan, P., Ray tracing on programmable graphics hardware. in International Conference on Computer Graphics and Interactive Techniques, (2005), ACM New York, NY, USA. 22. Purcell, T., Donner, C., Cammarano, M., Jensen, H. and Hanrahan, P., Photon mapping on programmable graphics hardware. in Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware (2003), Eurographics Association Aire-la-Ville, Switzerland, Switzerland, 41-50. 23. Quinn, M. Parallel Programming in C with MPI and OpenMP, 2004. 24. Reshetov, A., Omnidirectional ray tracing traversal algorithm for kd-trees. in IEEE Symposium on Interactive Ray Tracing, (2006), 57-60. 25. Reshetov, A., Soupikov, A. and Hurley, J. Multi-level ray tracing algorithm. Proceedings of ACM SIGGRAPH 2005, 24 (3). 1176-1185. 26. Sengupta, S., Harris, M., Zhang, Y. and Owens, J., Scan primitives for GPU computing. in Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware, (2007), Eurographics Association Aire-la-Ville, Switzerland, Switzerland, 97-106. 27. Shevtsov, M., Soupikov, A. and Kapustin, A., Highly parallel fast kd-tree construction for interactive ray tracing of dynamic scenes. in Eurographics, (2007), 395-404. 28. Stoll, G. Part II: Achieving real time-optimization techniques. SIGGRAPH 2005 Course on Interactive Ray Tracing. 29. Wachter, C. and Keller, A. Instant ray tracing: The bounding interval hierarchy. Rendering techniques, 2006. 139-149. 30. Wald, I. Realtime ray tracing and interactive global illumination, Universitatsbibliothek, 2004. 31. Wald, I., Benthin, C. and Boulos, S., Getting rid of packets-Efficient SIMD single-ray traversal using multi-branching BVHs. in IEEE Symposium on Interactive Ray Tracing, (2008), 49-57. 32. Wald, I. and Havran, V., On building fast kd-trees for ray tracing, and on doing that in O (N log N). in IEEE Symposium on Interactive Ray Tracing, (2006), 61-69. 33. Whitted, T. An improved illumination model for shaded display. ACM Communications. 34. Woop, S., Marmitt, G. and Slusallek, P. B-kd trees for hardware accelerated ray tracing of dynamic scenes. Graphics Hardware 2006: Eurographics Suymposium Procceding Vienna, Austria September 3-4, 2006. 67. | |
| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/8861 | - |
| dc.description.abstract | 全域照明是現今3D電腦動畫所必備,其原理在於應用光線追蹤法模擬真實光線,但其計算量極大,故遲遲未能應用在即時性的互動遊戲。在後摩爾定律的年代,桌上處理器核心數量不斷提高,八核及十六核CPU不久後將釋出,可以預見全域照明法即將出現在電腦遊戲當中。
在各種加速結構中, KD tree能夠最有效率的分割場景。特別在沒有關聯性組織的場景中,快速移動的物體,局部性的結構更新很快就失去效力,在這種狀況下通常需要全域性的快速結構重建。 本論文將略過ray tracing其他部分,而專注於KD tree多核平行化的深入探討,這是加速ray tracing的關鍵。將場景分割成許多子空間,再使用多核心CPU分別處理分割過的子空間,最後再將子樹合併。我們得到了一個接近完全平行化的建造方法,同時仍然維持著樹的高品質。 | zh_TW |
| dc.description.abstract | Global illumination is vital in nowadays computer animation, where ray tracing is used to simulate the lighting in real world. Due to the massive computation requirement, the algorithm cannot be applied in real time interactive application. In the era of post Moore’s law, desktop CPU has more and more cores, 8-core and 16-core CPU are going to appear, one can see the prospect of ray traced games.
KD tree is able to fast cull out the empty spaces in the scene, while other structures lack this feature. Especially for unstructured scenes with fast changing geometry where local updates of the structure degrade immediately and a fast reconstruction is preferred. In the thesis we will skip other parts of ray tracing, but focus on the parallel implementation of the KD tree on multi-core CPU, that is the key to speed up. At beginning we decompose the scene space into sub regions. These sub regions are going to be processed by different cores of CPU. Finally we merge the subtrees into one. We achieve a near fully parallel construction and still preserve a high quality tree. | en |
| dc.description.provenance | Made available in DSpace on 2021-05-20T20:02:49Z (GMT). No. of bitstreams: 1 ntu-98-R94921089-1.pdf: 3641986 bytes, checksum: d9b55ab8c99616c5cb8cea88b54b2af9 (MD5) Previous issue date: 2009 | en |
| dc.description.tableofcontents | 致謝 ii
Abstract iv 摘要 v CONTENTS vi LISTS OF FIGURES ix LIST OF TABLES xi Chapter 1 Introduction 1 1.1 Outline of the Thesis 1 1.2 Contributions 2 Chapter 2 Background 3 2.1 Ray Tracing 3 2.2 Acceleration Structures 4 Chapter 3 Related Work 5 3.1 Fast KD tree Construction 5 3.1.1 Introduction 5 3.1.2 Fast KD tree construction overview 6 3.1.3 Surface Area Heuristic 7 3.1.4 Split Candidate 9 3.1.5 Triangle Classification and Clipping 11 3.1.6 Event Classification and Generation 12 3.1.7 Splice to two children 13 3.1.8 Termination Criteria 13 3.1.9 Conclusion 14 3.2 Parallel KD tree Construction on Multi-Core CPU 14 3.2.1 Introduction 15 3.2.2 Binning 15 3.2.3 Initial Clustering 15 Chapter 4 Optimizing KD tree Construction 17 4.1 Augmented AABB 17 4.2 A Trivial and General Method for Event Classification 19 4.3 Using Preallocated Pools 20 4.4 DFS KD Tree Construction with Preallocated Pools 21 4.5 BFS KD Tree Construction with Preallocated Pools 23 4.6 KD Tree Construction: DFS VS BFS 24 4.7 KD Tree Node Structures: AOS VS SOA 25 Chapter 5 Parallel Construction on Multi-Core CPU 27 5.1 OpenMP Standard 27 5.2 Domain Partitioning in Serial 27 5.3 Subtree Construction in Parallel 28 5.4 Merging of Subtrees 29 5.5 Event Sorting on GPU 29 5.6 Domain Partitioning in Parallel Using 1D Binning 30 5.7 Domain Partitioning in Parallel Using 3D Binning 32 Chapter 6 Single Ray Traversal on Multi-Core CPU 33 6.1 The Standard Traversal 33 6.2 The Stackless Traversal 33 6.3 Iterative Single Ray Traversal 35 6.4 Optimized Ray Triangle Intersection 37 6.5 Hashed Mailboxing 38 6.6 Parallel Single Ray Traversal on Multi-Core CPU 39 Chapter 7 SIMD Incoherent Ray Bundle Tracing 41 7.1 Data Level Parallelism with Streaming SIMD Extension 41 7.2 Optimization with SSE Intrinsics 41 7.3 The Initial Clipping 42 7.4 SIMD Ray Triangle Intersection 43 7.5 Omnidirectional Ray Traversal for KD Tree 44 Chapter 8 Parallel Primitives on GPU 47 8.1 Bitonic Merge Sort 47 8.2 Prefix Sum (scan) 47 8.3 Segmented Prefix Sum (scan) 48 8.4 Segmented Split 49 Chapter 9 Experiments and Results 51 9.1 Ray Traced Scenes 51 9.2 Serial Domain Partitioning 52 9.3 Parallel Domain Partitioning with 1D Binning 53 9.4 Parallel Domain Partitioning with 3D Binning 53 9.5 Render Time and the Quality of Tree 54 Chapter 10 Conclusions and Future Work 57 10.1 Conclusions 57 10.2 Future Work 57 Reference 59 | |
| dc.language.iso | zh-TW | |
| dc.title | 光線追蹤法之平行化加速結構於多核處理器 | zh_TW |
| dc.title | Parallel KD Tree Acceleration Structures for Ray Tracing
on Multi-Core Processor | en |
| dc.type | Thesis | |
| dc.date.schoolyear | 97-2 | |
| dc.description.degree | 碩士 | |
| dc.contributor.oralexamcommittee | 歐陽明(Ming Ouhyoung),曾于恆(Yu-heng Tseng),黃乾綱(Chien-Kang Huang) | |
| dc.subject.keyword | 全域照明,光線追蹤,電腦動畫,互動,遊戲,空間分割,二元樹, | zh_TW |
| dc.subject.keyword | KD tree,global illumination,ray tracing,animation,interactive,game, | en |
| dc.relation.page | 62 | |
| dc.rights.note | 同意授權(全球公開) | |
| dc.date.accepted | 2009-08-19 | |
| dc.contributor.author-college | 電機資訊學院 | zh_TW |
| dc.contributor.author-dept | 電機工程學研究所 | zh_TW |
| 顯示於系所單位: | 電機工程學系 | |
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| ntu-98-1.pdf | 3.56 MB | Adobe PDF | 檢視/開啟 |
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