Tuesday, May 20, 2008
BVHallelujah
In the previous episode, our BVH traversal still had some issues in which much of the culling was not taking place. This made the traversal very inefficient and resulted in pretty, but slow bunnies. In fact, the high resolution bunny we had would not even load because the computer ran out of steam. After some further work, we were able to fix those issues which turned out to be some stupid logic errors. We are now able to run our high resolution bunny faster than the low resolution bunny ran before (~4 fps).
Thursday, May 8, 2008
Monday, May 5, 2008
Profiles, wow
He told us about the "cgc" command line debugger and now we're finally able to fly through cg code like we should have been doing weeks ago. Now we're working with fp40 and things are going well. Stocked up on Red Bull and candy from WaWa =)
Friday, May 2, 2008
More cg problems
At the moment all our textures seem to be passing okay. There seem to be some problem with simple cg calls our main kernel is making to other cg helper kernels. Specifically our Intersection test. There doesn't seem to be any good reason why it shouldn't work. We'll keep debugging it.
Monday, April 28, 2008
Stuck on some CG stuff
Thursday, April 24, 2008
Journey to the GPU - Part I of 0
[1] “A Comparison of Acceleration Structures for GPU Assisted Ray Tracing” by Niels Thrane and Lars Ole Simonsen.
Tuesday, April 22, 2008
Bunnys of the world

Monday, April 21, 2008
[Kay/Kajiya 1986] Timothy L. Kay, James T. Kajiya: Ray Tracing Complex Scenes, ACM Computer Graphics, Volume 20, Issue 4, p. 269-278, 1986, ACM Press, New York, USA
Wednesday, April 16, 2008
BVH Problems
Thursday, April 3, 2008
PLY Loaders specifics
The stanford bunny comes in ascii PLY at varying degrees of fidelity, so he's our current test object.
Wednesday, April 2, 2008
Debug Applet Initiated
Tuesday, April 1, 2008
Project Update

Thursday, March 20, 2008
Project Abstract

Ray tracing is the rendering technique of shooting multiple rays into a scene from the point of view of the camera. In a modest view port this involves hundreds of thousands of rays shooting and even reflecting off surfaces. Each ray then needs to be tested against every object (or object component) in the scene for an intersection to find the closest intersection to the ray.
Our project suggests a speed up of this technique by shooting the rays in parallel, and instead of testing all the rays against each triangle in the scene; we propose that the geometry is ordered in a bounding volume hierarchy (BVH) as described in “A Comparison of Acceleration Structures for GPU Assisted Ray Tracing” by Niels Thrane and Lars Ole Simonsen.
The BVH will be composed of geometry enclosed in axis aligned bounding boxes (AABB) that will be constructed in a top down approach from the scene input. The BVH Tree will be represented as a texture, and each ray as well as the BVH Texture will be passed to the GPU for processing. The result will be the intersection for each ray, which will be processed by the main program and rendered in OpenGL to be a realistic scene.
*Photo from "Ray Tracing on a Stream Processor" Purcell, T. Standford : 2004