• Title/Summary/Keyword: ray tracing algorithm

Search Result 87, Processing Time 0.026 seconds

Implementation of Ray Tracing Processor for the Parallel Processing (병렬처리를 위한 고속 Ray Tracing 프로세서의 설계)

  • Choe, Gyu-Yeol;Jeong, Deok-Jin
    • The Transactions of the Korean Institute of Electrical Engineers A
    • /
    • v.48 no.5
    • /
    • pp.636-642
    • /
    • 1999
  • The synthesis of the 3D images is the most important part of the virtual reality. The ray tracing is the best method for reality in the 3D graphics. But the ray tracing requires long computation time for the synthesis of the 3D images. So, we implement the ray tracing with software and hardware. Specially we design the hit-test unit with FPGA tool for the ray tracing. Hit-test unit is a very important part of ray tracing to improve the speed. In this paper, we proposed a new hit-test algorithm and apply the parallel architecture for hit-test unit to improve the speed. We optimized the arithmetic unit because the critical path of hit-test unit is in the multiplication part. We used the booth algorithm and the baugh-wooley algorithm to reduce the partial product and adapted the CSA and CLA to improve the efficiency of the partial product addition. Our new Ray tracing processor can produce the image about 512ms/F and can be adapted to real-time application with only 10 parallel processors.

  • PDF

A Development of Fast Speed Monte-Carlo Ray Tracing Method and Study of the Characteristics of an Absolute Reflectometer (연산 속도가 개선된 몬테카를로 광선 추적 알고리즘 개발 및 이를 활용한 절대 반사율 측정 장치 특성 분석에 관한 연구)

  • Kim, Han-Pil;Byun, Seok-Joo;Jeon, Min Yong;Park, Jong-Sik
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
    • /
    • v.28 no.6
    • /
    • pp.7-14
    • /
    • 2014
  • We proposed a new algorithm to improve the calculation speed of forward ray tracing method which was quite a problem in conventional Monte Carlo algorithm. To verify the accuracy and the effect of improving calculation speed, we directly compared integrating sphere characteristics with conventional ray tracing algorithm under the same condition which was referred in a reference paper. By applying new algorithm to an absolute reflectometer, we calculated the degree of errors which were caused by baffle and port characteristics to find optimal system design condition.

An Efficient k-D tree Traversal Algorithm for Ray Tracing on a GPU (GPU상에서 동작하는 Ray Tracing을 위한 효과적인 k-D tree 탐색 알고리즘)

  • Kang, Yoon-Sig;Park, Woo-Chan;Seo, Choong-Won;Yang, Sung-Bong
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.35 no.3
    • /
    • pp.133-140
    • /
    • 2008
  • This paper proposes an effective k-D tree traversal algorithm for ray tracing on a GPU. The previous k-D tree traverse algorithm based on GPU uses bottom-up searching from a leaf to the root after failing to find the ray intersected primitive in the leaf node. During the bottom-up search the algorithm decides the current node is visited or not from the parent node. In such a way, we need to visit the parent node which was already visited and the duplicated bounding box intersection tests. The new k-D tree traverse algorithm reduces the brother and parent duplicated visit by using an efficient method which decides whether the brother node is already visited or not during the bottom-up search. Also the algorithm take place bounding box intersection tests only for the nodes which is not yet done. As a result our experiment shows the new algorithm is about 30% faster than the previous.

Propagation Analysis Method in using 3D Ray Tracing Model in Wireless Cell Planning Software (무선망 설계툴에서 3 차원 광선 추적법을 이용한 전파해석 방법)

  • Shin, Young-Il;Jung, Hyun-Meen;Lee, Seong-Choon
    • 한국정보통신설비학회:학술대회논문집
    • /
    • 2007.08a
    • /
    • pp.251-255
    • /
    • 2007
  • In this paper, propagation analysis method in using 3D Ray Tracing propagation model in wireless cell planning is proposed. Through 3D Ray Tracing model, we can predict the distribution of propagation loss of the received signal. For correct and a low complex analysis, Quad Tree and Pre-Ordering and Hash Function algorithms are included in 3D Ray Tracing algorithm. And 3D Ray Tracing model is embodied in CellTREK that is developed by KT and used to plan Wibro system analysis. In CellTREK, propagation analysis is performed and that result is represented in 3D viewer. In numerical results, it is showed that the proposed scheme outperforms Modified HATA model when comparing with measurement data.

  • PDF

Simulation of Rear Lamp using Spectral-Based Ray Tracing (분광분포기반의 광선추적을 이용한 리어램프의 시뮬레이션)

  • 이명영;이철희;이호근;하영호
    • Proceedings of the IEEK Conference
    • /
    • 2002.06d
    • /
    • pp.327-330
    • /
    • 2002
  • This paper proposes the simulation algorithm of rear lamp of car using a ray tracing method that models transmission and refraction of light frequently used in computer graphics At first. To reproduce an image accurately. incident on a sight of viewer, we propose the backward ray tracing method based on spectral distribution representing physical characteristics of illuminant and object used in real. We implement the reproduction algorithm of rear lamp image applying the Bouguer-Beer's law to an optical absorptive phenomenon. As the result, more realistic image can be reproduced.

  • PDF

Ultra Broadband Indoor Channel Measurements and Calibrated Ray Tracing Propagation Modeling at THz Frequencies

  • Priebe, Sebastian;Kannicht, Marius;Jacob, Martin;Kurner, Thomas
    • Journal of Communications and Networks
    • /
    • v.15 no.6
    • /
    • pp.547-558
    • /
    • 2013
  • Ultra broadband communication systems operated at THz frequencies will require the thorough knowledge of the propagation channel. Therefore, an extensive measurement campaign of 50 GHz wide indoor radio channels is presented for the frequencies between 275 and 325 GHz. Individual ray paths are resolved spatially according to angle of arrival and departure. A MIMO channel is recorded in a $2{\times}2$ configuration. An advanced frequency domain ray tracing approach is used to deterministically simulate the THz indoor propagation channel. The ray tracing results are validated with the measurement data. Moreover, the measurements are utilized for the calibration of the ray tracing algorithm. Resulting ray tracing accuracies are discussed.

Seismic Tomography using Graph Theoretical Ray Tracing

  • Keehm, Young-Seuk;Baag, Chang-Eob;Lee, Jung-Mo
    • International Union of Geodesy and Geophysics Korean Journal of Geophysical Research
    • /
    • v.25 no.1
    • /
    • pp.23-34
    • /
    • 1997
  • Seismic tomography using the graph theoretical method of ray tracing is performed in two synthetic data sets with laterally varying velocity structures. The straight-ray tomography shows so poor results in imaging the laterally varying velocity structure that the ray-traced tomographic techniques should be used. Conventional ray tracing methods have serious drawbacks, i.e. problems of convergence and local minima, when they are applied to seismic tomography. The graph theretical method finds good approximated raypaths in rapidly varying media even in shadow zones, where shooting methods meet with convergence problems. The graph theoretical method ensures the globally minimal traveltime raypath while bending methods often cause local minima problems. Especially, the graph theoretical method is efficient in case that many sources and receivers exist, since it can find the traveltimes and corresponding raypaths to all receivers from a specific source at one time. Moreover, the algorithm of graph theoretical method is easily applicable to the ray tracing in anisotropic media, and even to the three dimensional case. Among the row-active inversion techniques, the conjugate gradient (CG) method is used because of fast convergence and high efficiency. The iterative sequence of the ray tracing by the graph theoretical method and the inversion by the CG method is an efficient and robust algorithm for seismic tomography in laterally varying velocity structures.

  • PDF

An efficient acceleration algorithm of GPU ray tracing using CUDA (CUDA를 이용한 효과적인 GPU 광선추적 가속 알고리즘)

  • Ji, Joong-Hyun;Yun, Dong-Ho;Ko, Kwang-Hee
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.469-474
    • /
    • 2009
  • This paper proposes an real time ray tracing system using optimized kd-tree traversal environment and ray/triangle intersection algorithm. The previous kd-tree traversal algorithms search for the upper nodes in a bottom-up manner. In a such way we need to revisit the already visited parent node or use redundant memory after failing to find the intersected primitives in the leaf node. Thus ray tracing for relatively complex scenes become more difficult. The new algorithm contains stacks implemented on GPU's local memory on CUDA framework, thus elegantly eliminate the problems of previous algorithms. After traversing the node we perform the latest CPU-based ray/triangle intersection algorithm 'Plucker coordinate test', which is further accelerated in massively parallel thanks to CUDA. Plucker test can drastically reduce the computational costs since it does not use barycentric coordinates but only simple test using the relations between a ray and the triangle edges. The entire system is consist of a single ray kernel simply and implemented without introduction of complicated synchronization or ray packets. Consequently our experiment shows the new algorithm can is roughly twice as faster as the previous.

  • PDF

A Shadow Culling Algorithm for Interactive Ray Tracing (대화형 광선 추적법을 위한 그림자 컬링 알고리즘)

  • Nah, Jae-Ho;Park, Woo-Chan;Han, Tack-Don
    • Journal of Korea Game Society
    • /
    • v.9 no.6
    • /
    • pp.179-189
    • /
    • 2009
  • We present a novel shadow culling algorithm for interactive ray tracing. Our approach exploits frame-to-frame coherence instead of preprocessing of building shadow data, so this algorithm is suitable for dynamic ray raying. In this algorithm, shadow processing results are stored to each primitive and used in the next frames. We also present a novel occlusion testing method. This method corrects potential shadow errors in our culling algorithm and requires low overhead. Experiment results show that our algorithm reduced both the traversal cost by 7-19 percent and the intersection cost by 9-24 percent.

  • PDF

Load Distribution Strategies for High Speed Ray-Tracing on Multiprocessors (고속 광선 추적법을 위한 멀티프로세서에서의 부하분산방식)

  • Gwon, O-Bong
    • The Transactions of the Korea Information Processing Society
    • /
    • v.6 no.5
    • /
    • pp.1362-1372
    • /
    • 1999
  • Ray-tracing algorithm can synthesize photo-realistic image, but its computational cost is high. Fast image synthesis based on ray-tracing is one of the most important topics in computer graphics. There are two methods for high speed ray-tracing. First this paper discusses various load distribution and scheduling of multiprocessor for high sped ray-tracing. Then this paper proposes load distribution strategies based on them, implements and evaluates it on multiprocessor. The experiment results show that the proposed method can solve the unbalanced load problem of dynamic load distribution, and scan line method and dot method among a kind of static load distribution strategies disperse the load efficiently.

  • PDF