{"id":5678,"date":"2011-09-24T22:57:17","date_gmt":"2011-09-24T19:57:17","guid":{"rendered":"http:\/\/hgpu.org\/?p=5678"},"modified":"2011-09-24T22:57:17","modified_gmt":"2011-09-24T19:57:17","slug":"utilising-opencl-framework-for-ray-tracing-acceleration","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=5678","title":{"rendered":"Utilising OpenCL Framework for Ray-Tracing Acceleration"},"content":{"rendered":"<p>Modern graphics accelerators do not serve for classic computer games graphics computation accelerations only any more. Their highly parallel architectures enable their use in a broad spectrum of calculations. Because of the release of the OpenCL library and our interest in ray-tracing, we decided to show that ray-tracing is feasible not only on a multi-core processor but also on an ordinary graphics card. Our thesis first compares OpenCL to the other similar libraries and then illustrates its use. For ray-tracing we selected two acceleration structures &#8212; the uniform grids and bounding volume hierarchies. We implement their construction and traversal in C++ and OpenCL. In the end of the thesis, we measure which of them and on what architecture performs better.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Modern graphics accelerators do not serve for classic computer games graphics computation accelerations only any more. Their highly parallel architectures enable their use in a broad spectrum of calculations. Because of the release of the OpenCL library and our interest in ray-tracing, we decided to show that ray-tracing is feasible not only on a multi-core [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[180,11,90,3],"tags":[1797,1782,20,627,1793,181,390],"class_list":["post-5678","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-computer-science","category-opencl","category-paper","tag-3d-graphics-and-realism","tag-computer-science","tag-nvidia","tag-nvidia-geforce-gts-250","tag-opencl","tag-raytracing","tag-thesis"],"views":2984,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/5678","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=5678"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/5678\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=5678"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=5678"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=5678"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}