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Real-time Reyes-style adaptive surface subdivision

Published: 01 December 2008 Publication History

Abstract

We present a GPU based implementation of Reyes-style adaptive surface subdivision, known in Reyes terminology as the Bound/Split and Dice stages. The performance of this task is important for the Reyes pipeline to map efficiently to graphics hardware, but its recursive nature and irregular and unbounded memory requirements present a challenge to an efficient implementation. Our solution begins by characterizing Reyes subdivision as a work queue with irregular computation, targeted to a massively parallel GPU. We propose efficient solutions to these general problems by casting our solution in terms of the fundamental primitives of prefix-sum and reduction, often encountered in parallel and GPGPU environments.
Our results indicate that real-time Reyes subdivision can indeed be obtained on today's GPUs. We are able to subdivide a complex model to subpixel accuracy within 15 ms. Our measured performance is several times better than that of Pixar's RenderMan. Our implementation scales well with the input size and depth of subdivision. We also address concerns of memory size and bandwidth, and analyze the feasibility of conventional ideas on screen-space buckets.

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References

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  • (2010)Two-level ray tracing with reordering for highly complex scenesProceedings of Graphics Interface 201010.5555/1839214.1839241(145-152)Online publication date: 31-May-2010
  • (2009)Cache simulator based on GPU accelerationProceedings of the 2nd International Conference on Simulation Tools and Techniques10.4108/ICST.SIMUTOOLS2009.5562(1-6)Online publication date: 2-Mar-2009
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cover image ACM Conferences
SIGGRAPH Asia '08: ACM SIGGRAPH Asia 2008 papers
December 2008
581 pages
ISBN:9781450318310
DOI:10.1145/1457515
  • Editor:
  • John C. Hart
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 01 December 2008

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Author Tags

  1. GPGPU
  2. Reyes
  3. adaptive surface subdivision
  4. graphics hardware

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SIGGRAPH Asia '08 Paper Acceptance Rate 59 of 320 submissions, 18%;
Overall Acceptance Rate 178 of 869 submissions, 20%

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Cited By

View all
  • (2010)Hardware implementation of micropolygon rasterization with motion and defocus blurProceedings of the Conference on High Performance Graphics10.5555/1921479.1921481(1-9)Online publication date: 25-Jun-2010
  • (2010)Two-level ray tracing with reordering for highly complex scenesProceedings of Graphics Interface 201010.5555/1839214.1839241(145-152)Online publication date: 31-May-2010
  • (2009)Cache simulator based on GPU accelerationProceedings of the 2nd International Conference on Simulation Tools and Techniques10.4108/ICST.SIMUTOOLS2009.5562(1-6)Online publication date: 2-Mar-2009
  • (2009)DiagSplitACM SIGGRAPH Asia 2009 papers10.1145/1661412.1618496(1-10)Online publication date: 17-Dec-2009
  • (2009)DiagSplitACM Transactions on Graphics10.1145/1618452.161849628:5(1-10)Online publication date: 1-Dec-2009
  • (2009)GCSimProceedings of the 8th International Symposium on Advanced Parallel Processing Technologies10.1007/978-3-642-03644-6_14(177-190)Online publication date: 21-Aug-2009

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