Abstract
I present a comparative study on GPU ray tracing implemented for two different types of ray-triangle intersection algorithms used with BVH (Bounding Volume Hierarchy) spatial data structure evaluated for performance on three static scenes. I study how number of triangles placed in a BVH leaf node affects rendering performance. I propose GPU-optimized SIMD ray-triangle intersection method evaluated on GPU for path-tracing and compare it’s performance with plain Moller-Trumbore and Unit Triangle intersection methods.
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Shumskiy, V. (2013). GPU Ray Tracing – Comparative Study on Ray-Triangle Intersection Algorithms. In: Gavrilova, M.L., Tan, C.J.K., Konushin, A. (eds) Transactions on Computational Science XIX. Lecture Notes in Computer Science, vol 7870. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-39759-2_6
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DOI: https://doi.org/10.1007/978-3-642-39759-2_6
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