Please see the updated version of this paper,
to be published at the IEEE / EG Symposium on Interactive Ray Tracing 2007

Dynamic Ray Scheduling for Improved System Performance

Paul Arthur Navrátil, Donald S. Fussell and Calvin Lin
The University of Texas at Austin, Technical Report TR-07-19, April 12, 2007.

Abstract

The performance of full-featured ray tracers has historically been limited by the hardware's floating point computational power. However, next generation multi-threaded multi-core architectures promise to provide sufficient CPU power to support real time frame rates. In such systems, the emerging problem will be limited memory system performance in terms of both on-chip cache and DRAM-to-cache bandwidth. This paper presents a novel ray tracing algorithm that significantly improves both cache utilization and DRAM-to-cache bandwidth. The key insight is to view ray traversal as a scheduling problem, which allows our algorithm to match ray traversal computations and intersection computations with available system resources. Using a detailed simulator, we show that our algorithm reduces the amount of geometry brought into the cache by up to 32 for primary rays and up to 60 for shadow rays, in exchange for the small overhead of maintaining the ray schedule. Moreover, our algorithm creates units of work that are more amenable to parallelization than traditional Whitted-style ray tracers.
Paper (PDF 178K)

BibTex Citation

@TechReport{ Navratil:2007:DRS-TR,
  author = 	 {Paul Arthur Navr\'{a}til and Donald S. Fussell and Calvin Lin},
  title = 	 {Dynamic Ray Scheduling for Improved System Performance},
  institution =  {The University of Texas at Austin},
  year = 	 {2007},
  number = 	 {TR-07-19},
  month = 	 {April 12}
}