The quaternion Julia fractal is a complex and beautiful object, yet its parameter space is difficult to explore due to the high cost of visualization. Fortunately, rendering the Julia set by ray tracing or “sphere tracing” its surface is an algorithm well suited to the GPU: it has high arithmetic intensity and uses virtually no bandwidth. A GPU implementation (with source) of this algorithm that allows real-time interaction with the Julia set has been made available by Keenan Crane.
Ray Tracing the Quaternion Julia Set on the GPU
October 25th, 2005Approximate Ray-Tracing on the GPU with Distance Impostors
October 6th, 2005This paper presents a fast approximation method to obtain the point hit by a reflection or refraction ray. The calculation is based on the distance values stored in environment map texels. This approximation is used to localize environment mapped reflections and refractions; that is, to make them depend on where they occur. On the other hand, placing the eye into the light source, the method is also good to generate real-time caustics. Computing a map for each refractor surface, we can even evaluate multiple refractions without tracing rays. The method is fast and accurate if the scene consists of larger planar faces, when the results are similar to that of ray-tracing. On the other hand, the method suits very well to the GPU architecture, and can render ray-tracing and global illumination effects at a few hundred frames per second. The primary application area of the proposed method is the introduction of these effects in games. (Approximate Ray-Tracing on the GPU with Distance Impostors. Laszlo Szirmay-Kalos, Barnabas Aszodi, Istvan Lazanyi, and Matyas Premecz. Department of Control Engineering and Information Technology, Technical University of Budapest.)
A Comparison of Acceleration Structures for GPU Assisted Ray Tracing
August 24th, 2005Recently, ray tracing on consumer level graphics hardware has been introduced. So far, most published studies on this topic use the uniform grid spatial subdivision structure for reducing the number of ray/triangle intersection tests. For many types of scenes, a hierarchical acceleration structure is more appropriate. This thesis by Lars Ole Simonsen and Niels Thrane of University of Aarhus compares GPU based traversal of kd-trees and uniform grids with a novel bounding volume hierarchy traversal scheme. The three implementations are compared in terms of performance and usefulness on the GPU. The thesis concludes that on the GPU, the bounding volume hierarchy traversal technique is up to 9 times faster than its implementations of uniform grid and kd-tree. Additionally, this technique proves the simplest to implement and the most memory efficient. (Lars Ole’s Website or Direct link to thesis PDF.)
Two New GPU Ray Tracing Projects
January 29th, 2005We received news simultaneously from the developers of two new GPU ray tracers. Both projects are graduate-level thesis projects. One, called GPU-RT, is developed by Martin Christen and supports .3DS format meshes, multiple materials, and implements acceleration data structures. GPU-RT runs on NVIDIA GeForce 6 Series GPUs under D3D/HLSL and OpenGL/GLSL, and is available on SourceForge.net. The other project, “Ray Tracing on Programmable Graphics Hardware”, is by Filip Karlsson and Carl Johan Ljungstedt of Chalmers University of Technology. The thesis describes, among other things, how proximity clouds can be used to accelerate ray tracing on the GPU. (1. GPU-RT, Diploma Thesis by Martin Christen. 2. “Ray Tracing on Programmable Graphics Hardware”, Masters Thesis by Filip Karlsson and Carl Johan Ljungstedt.)
Dissertation: Ray Tracing on a Stream Processor
March 16th, 2004This dissertation by Tim Purcell of Stanford University discusses several topics relevant to GPGPU including a stream processor abstraction for GPUs, and GPU-based ray tracing and photon mapping algorithms. Much of this work has been reported on GPGPU before, but the description of the ray tracing work in particular is expanded and updated from previous papers with details about the Radeon 9700 ray tracer demonstrated at Siggraph 2002. Included on the web page are links to the dissertation defense talk slides and movies of the various demos. (Ray Tracing on a Stream Processor, Timothy J. Purcell, Ph.D. Dissertation, March 2004.)
Height field ray casting on a 3DLabs P10
December 8th, 2003This web page by Antonio Tejada describes height field ray casting tests done completely on a 3DLabs P10 graphics processor in a single pass. The tests include vanilla raycasting, shadows and an interesting hierarchical height field approach. The work was done two years ago using a prototype implementation of the OpenGL Shading Language. (One pass height field ray casting on a VPU.)