Inlämning av Examensarbete / Submission of Thesis

Gustav Persson; Jonathan Udd , pp. 20. COM/School of Computing, 2010.

The work

Författare / Author: Gustav Persson, Jonathan Udd
gustav.e.persson@gmail.com, jonathan.udd@gmail.com
Titel / Title: Ray Tracing on GPU: Performance comparison between the CPU and the Compute Shader with DirectX 11
Abstrakt Abstract:

The game industry have always looked for rendering techniques that makes the games as good looking and realistic as possible. The common approach is to use triangles built up by vertices and apply many different techniques to make it look as good as possible. When triangles are used to draw objects, there is always edges and those edges often make the objects look less realistic than desired. To reduce these visible edges the amount of triangles for an object have to be increased, but with more triangles more processing power from the graphics cards is needed.
Another way to approach rendering is ray tracing which can render an extremely photo realistic image but to the cost of unbearable low performance if you would use it in a realtime application. The reason raytracing is so slow is the massive amount of calculations that needs to be made. In DirectX 11 a few new shaders where announced and one of them were the compute shader, the compute shader allows you to calculate data on the graphics card which is not bound to the pipeline. The compute shader allows you to use the hundreds of cores that the graphic card has and is therefore well suited for a raytracing algorithm.
One application is used to see if the hypothesis is correct. A flag is used to define if the application runs on the CPU and the GPU. The same algorithm is used in both versions. Three test where done on each processing unit to confirm the hypothesis. Three more tests where done on the GPU to see how the performance scaled on the GPU depending on the number of rendered objects. The tests proved throughout that the compute shader performs considerably better than the CPU when running our ray tracing algorithm.

Ämnesord / Subject: Datavetenskap - Computer Science\General
Spelutveckling - Digital Game Development
Nyckelord / Keywords: Ray Tracing, Compute shader, DirectX, Direct3D, Rendering, Real-time

Publication info

Dokument id / Document id:
Program:/ Programme Spelprogrammering/Digital Game Development
Registreringsdatum / Date of registration: 06/14/2010
Uppsatstyp / Type of thesis: C-Uppsats

Context

Handledare / Supervisor: Olle Lindeberg
Examinator / Examiner: Stefan Johansson
Organisation / Organisation: Blekinge Institute of Technology
Institution / School: COM/School of Computing

+46 455 38 50 00

Files & Access

Bifogad uppsats fil(er) / Files attached: exjobb_udd_persson.pdf (2367 kB, öppnas i nytt fönster)