diplomsko delo
Lana Beševič (Author), Matija Marolt (Mentor), Ciril Bohak (Co-mentor)

Abstract

V tem delu predstavimo tehnologijo RTX, ki omogoča strojno pospešeno upodabljanje s sledenjem žarkov v realnem času. Tehnologija RTX za pospeševanje sledenja žarkov uporablja namenska jedra na grafični kartici, napredne pospeševalne strukture in nov grafični cevovod. V sklopu te naloge smo implementirali algoritem sledenja poti, ki je nadgradnja algoritma sledenja žarkov, na centralni procesni enoti, grafični procesni enoti in z uporabo tehnologije RTX. Pri slednjih dveh implementacijah smo uporabili aplikacijski programski vmesnik Vulkan. Ker RTX za pospeševanje sledenja žarkov uporablja pospeševalne strukture, smo tudi v drugih dveh implementacijah uporabili pospeševalne strukture, ki jih omogoča knjižnica LogiSceneGraph. Za analizo smo pripravili dve sceni, s katerima smo primerjali hitrost algoritma sledenja poti in hitrost grajenja pospeševalnih struktur na vseh treh implementacijah. Kot pričakovano je naša implementacija na GPE občutno hitrejša od implementacije na CPE, implementacija z RTX pa še hitrejša od implementacije na GPE, in sicer približno šestkrat.

Keywords

sledenje žarkov;sledenje poti;RTX;realno časovno upodabljanje;računalništvo in informatika;univerzitetni študij;diplomske naloge;

Data

Language: Slovenian
Year of publishing:
Typology: 2.11 - Undergraduate Thesis
Organization: UL FRI - Faculty of Computer and Information Science
Publisher: [L. Beševič]
UDC: 004(043.2)
COBISS: 1538388931 Link will open in a new window
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Other data

Secondary language: English
Secondary title: Hardware accelerated path tracing for real-time rendering
Secondary abstract: In this work, we present the RTX technology that enables hardware-accelerated rendering with real-time ray tracing. The RTX technology uses dedicated graphic card cores, advanced acceleration structures and a new rendering pipeline to accelerate ray tracing. As part of this thesis, we implemented the path tracing algorithm, an advanced form of ray tracing, on central processing unit, graphics processing unit and using the RTX technology. With the former two implementations, we used Vulkan API. Since RTX uses acceleration structures to accelerate ray tracing, we also used acceleration structures, provided by the LogiSceneGraph library, in our other two implementations. For analysis, we created two scenes that we used to compare the speed of the path tracing algorithm and the speed of building the acceleration structures in all three implementations. As expected, our GPU implementation is significantly faster than our CPU implementation, and our RTX implementation is even faster than the GPU implementation, approximately six times.
Secondary keywords: ray tracing;path tracing;RTX;real-time rendering;computer and information science;diploma;
Type (COBISS): Bachelor thesis/paper
Study programme: 1000468
Embargo end date (OpenAIRE): 1970-01-01
Thesis comment: Univ. v Ljubljani, Fak. za računalništvo in informatiko
Pages: 38 str.
ID: 11233706