dc.rights.license | CC-BY-NC-ND | |
dc.contributor.advisor | Bikker, J | |
dc.contributor.advisor | Vaxman, A | |
dc.contributor.author | Begg, N. | |
dc.date.accessioned | 2021-08-26T18:00:18Z | |
dc.date.available | 2021-08-26T18:00:18Z | |
dc.date.issued | 2021 | |
dc.identifier.uri | https://studenttheses.uu.nl/handle/20.500.12932/41250 | |
dc.description.abstract | Ray tracing is an image generation method that involves fundamentally incoherent access to system memory. Ray batching is a technique developed to defer certain accesses to memory when ray tracing, to allow many similar accesses to be performed together - increasing the effectiveness of modern processors’ caches. This research aims to take an existing successful ray batching system originally designed as a single-threaded CPU based system, and adapt it for use in a GPU environment. A technique is presented which successfully performs batching on a GPU, however no performance improvement is demonstrated over current implementations. Insights into the performance of varying memory layouts and data structures, and parallel access required to access these are gained. | |
dc.description.sponsorship | Utrecht University | |
dc.format.extent | 383580 | |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | |
dc.title | Batching of divergent rays on GPU architectures | |
dc.type.content | Master Thesis | |
dc.rights.accessrights | Open Access | |
dc.subject.keywords | Ray tracing, GPU, ray batching | |
dc.subject.courseuu | Game and Media Technology | |