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nslobody

Here is a recent set of Nvidia articles on using BVHs for collision detection with a GPU, which might also be applicable to using BVHs for ray tracing, though I haven't had a chance to read them yet. What are some other good resources on the topic, and in general, where does a GPU come into play in ray tracing, if anywhere?

https://developer.nvidia.com/content/thinking-parallel-part-i-collision-detection-gpu

https://developer.nvidia.com/content/thinking-parallel-part-ii-tree-traversal-gpu

https://developer.nvidia.com/content/thinking-parallel-part-iii-tree-construction-gpu

i_lick_batteries

I think the best approaches to ray tracing on the GPU drop the hard lined ray tracing vs rasterization argument and just take the best approaches to both. For example, rasterization is very well suited to GPUs and so the rays that reach the eyes directly from triangles can be done via rasterization and the global illumination + other special effects can be taken care of by ray tracing (and by ray tracing I also mean the broader approaches of path tracing, photon mapping etc.)