Authors:
Nuno Sousa
1
;
David Sena
2
;
Nikolaos Papadopoulos
2
and
João Pereira
1
Affiliations:
1
Instituto Superior Técnico/Inesc-ID, Universidade de Lisboa, Lisboa and Portugal
;
2
Samsung R&D UK, Staines and U.K.
Keyword(s):
Ray Tracing, Acceleration Structures, Mobile Environment, Android, OpenGL ES.
Related
Ontology
Subjects/Areas/Topics:
Computer Vision, Visualization and Computer Graphics
;
High-Performance Computing and Parallel Rendering
;
Interactive Environments
;
Real-Time Graphics
;
Real-Time Rendering
;
Rendering
;
Rendering Algorithms
;
Systems and Software Architectures for Rendering
Abstract:
Mobile devices are continuously becoming more efficient at performing computationally expensive tasks, such as ray tracing. A lot of research effort has been put into using acceleration data structures to minimize the computational cost of ray tracing and optimize the use of GPU resources. However, with the vast majority of research focusing on desktop GPUs, there is a lack of data regarding how such optimizations scale on mobile architectures where there are a different set of challenges and limitations. Our work bridges the gap by providing a performance analysis of not only ray tracing as a whole, but also of different data structures and techniques. We implemented and profiled the performance of multiple acceleration data structures across different instrumentation tools using a set of representative test scenes. Our investigation concludes that a hybrid rendering approach is more suitable for current mobile environments, with greater performance benefits observed when using data
structures that focus on reducing memory bandwidth and ALU usage.
(More)