Fast GPU Ray Tracing of Dynamic Meshes using Geometry Images

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Uploaded by on Jan 25, 2008

Using the GPU to accelerate ray tracing may seem like a natural choice due to the highly parallel nature of the problem. However, determining the most versatile GPU data structure for scene storage and traversal is a challenge. In this paper, we introduce a new method for quick intersection of triangular meshes on the GPU. The method uses a threaded bounding volume hierarchy built from a geometry image, which can be efficiently traversed and constructed entirely on the GPU. This acceleration scheme is highly competitive with other GPU ray tracing methods, while allowing for both dynamic geometry and an efficient level of detail scheme at no extra cost.

This video was rendered using GeForce 7800-era GPUs.

Credits: Nathan A. Carr, Jared Hoberock, Keenan Crane, and John C. Hart

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Science & Technology

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Standard YouTube License

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Top Comments

  • I hope Nvidia or ATI just quits BSing and makes a experimental full blown ray tracing video card

  • i hope for ray tracing in games in 2009-2010

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All Comments (13)

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  • @doverman2 fail

  • @doverman2 awww. maybe in 2012!

  • @doverman2 fail

  • @ish718 Ray tracing is used already just not for gaming. If they could they would of because it would be in demand to have a faster method of raytracing, even if it's not realtime.

  • Ray Tracing is great for showing off reflections, refraction, and caustic effects, most other effects can easily be done with current hardware and shader 2.0 and higher.

  • i second that

    ps: a year later XD

  • you can't use 3 ones

  • I seriously hope so too, I feel like thier too busy counting the money of all the suckers who run out to get thier latest cards instead of actually working hard on taking a leap beyond current tech.

  • nicely done

  • Now render this again using three AMD 4870 X2s :)

    (sits dazed for a second)

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