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Load Balancing Algorithm for Real-Time Ray Tracing of Dynamic Scenes
IEEE Access ( IF 3.9 ) Pub Date : 2020-01-01 , DOI: 10.1109/access.2020.3019075
Jinyoung Lee , Woo-Nam Chung , Tae-Hyoung Lee , Jae-Ho Nah , Youngsik Kim , Woo-Chan Park

In this article, we propose a load balancing algorithm that accelerates ray tracing effectively and simply manner. The algorithm was developed in a hybrid system consisting of a CPU and hardware dedicated to ray tracing. Tree-building is processed on the CPU, and rendering is executed by the ray tracing-dedicated hardware. Because these components operate independently of each other, the final performance in terms of frames per second (FPS) is determined based on the time spent on tree-building or rendering, whichever process takes longer. This characteristic of a hybrid system is reflected in the developed algorithm, which dynamically adjusts tree-build parameters at every frame, thereby minimizing the interval between tree-building and rendering times. These effects ultimately increase FPS performance. Experiments at a resolution of $1920\times1080$ involving various dynamic scenes indicated that FPS performance improved by an average of 75.3% when the proposed algorithm was used.

中文翻译:

动态场景实时光线追踪的负载均衡算法

在本文中,我们提出了一种负载平衡算法,可以有效且简单地加速光线追踪。该算法是在由 CPU 和专用于光线追踪的硬件组成的混合系统中开发的。树构建在 CPU 上处理,渲染由光线追踪专用硬件执行。由于这些组件彼此独立运行,因此以每秒帧数 (FPS) 为单位的最终性能取决于在树构建或渲染上花费的时间,以哪个过程需要更长的时间为准。混合系统的这一特性反映在开发的算法中,该算法在每一帧动态调整树构建参数,从而最小化树构建和渲染时间之间的间隔。这些效果最终会提高 FPS 性能。
更新日期:2020-01-01
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