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Ȩ Ȩ > ¿¬±¸¹®Çå > ±¹³» ³í¹®Áö > Çѱ¹Á¤º¸°úÇÐȸ ³í¹®Áö > Á¤º¸°úÇÐȸ ³í¹®Áö C : ÄÄÇ»ÆÃÀÇ ½ÇÁ¦

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Current Result Document :

ÇѱÛÁ¦¸ñ(Korean Title) È¿À²ÀûÀÎ ±¤¼± ÃßÀû¹ý ±¸ÇöÀ» À§ÇÑ °ø°£ °¡¼Ó ±¸Á¶ÀÇ ºÐ¼®
¿µ¹®Á¦¸ñ(English Title) Analysis of Spatial Acceleration Structures for Efficient Implementation of Ray Tracing
ÀúÀÚ(Author) ÃÖº´ÁØ   ±è¼º¼ö   ÀÓÀμº   Byeongjun Choi   Sungsoo Kim   Insung Ihm  
¿ø¹®¼ö·Ïó(Citation) VOL 17 NO. 12 PP. 0640 ~ 0645 (2011. 12)
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(Korean Abstract)
±¤¼±-¹°Ã¼ ±³Â÷ °è»êÀº ±¤¼± ÃßÀû¹ýÀ» ±â¹ÝÀ¸·Î ÇÏ´Â ·»´õ¸µ °è»ê¿¡ ÀÖ¾î °¡Àå ¸¹Àº ºñ¿ëÀ» Â÷ÁöÇÏ´Â ºÎºÐ ÁßÀÇ Çϳª·Î¼­, ÀüÅëÀûÀ¸·Î °ø°£ °¡¼Ó ±¸Á¶¸¦ »ç¿ëÇÏ¿© °¡¼ÓÇÏ¿© ¿Ô´Ù. º» ³í¹®¿¡¼­´Â °ø°£ °¡¼Ó ±¸Á¶µéÀÌ CPU ±â¹ÝÀÇ ±¤¼± ´Ù¹ßÀ» ÀÌ¿ëÇÑ ±¤¼± ÃßÀûÀÇ ¼º´É¿¡ ¾î¶°ÇÑ ¿µÇâÀ» ¹ÌÄ¡´ÂÁö ¾Ë¾Æº»´Ù. ¼¼¹ÐÇÑ ¼º´ÉºÐ¼®À» À§ÇÏ¿© Intel VTune ¼º´ÉºÐ¼®±â¸¦ »ç¿ëÇÏ¿© ´Ù¾çÇÑ ·»´õ¸µ ÀÎÀÚ¿¡ ´ëÇØ ¼º´É Æò°¡ ÁöÇ¥¸¦ ºÐ¼®ÇÑ ÈÄ, Á¤Àû ¹× µ¿Àû Àå¸é¿¡ µû¸¥ °¢ °ø°£ °¡¼Ó ±¸Á¶ÀÇ Àå´ÜÁ¡À» »ìÆ캻´Ù. ÀÌ·¯ÇÑ ¼º´É Æò°¡ °á°ú´Â ÇâÈÄ ÃÖÀûÀÇ ±¤¼± ÃßÀû¹ý ±â¹ÝÀÇ ½Ç½Ã°£ ·»´õ·¯ ±¸Çö¿¡ ÀÖ¾î À¯ÀÍÇÑ Á¤º¸¸¦ Á¦°øÇÒ °ÍÀÌ´Ù.
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(English Abstract)
As one of the most time-consuming parts in the ray-tracing based rendering computation, the ray-object intersection has been traditionally sped up using spatial acceleration structures. In this paper, we consider how spatial acceleration structures influence on the performance of CPU-based ray tracers using ray packets. For detailed performance analysis, we use the Intel VTune Performance Analyzer to analyze performance evaluation indices against various rendering parameters, and then discuss the pros and cons of each spatial acceleration structure with respect to static and dynamic scenes. Such performance evaluation results will provide useful information for implementing a ray-tracing based real-time renderer in the future.
Å°¿öµå(Keyword) ±¤¼± ÃßÀû¹ý   ±¤¼±-¹°Ã¼ ±³Â÷ °è»ê   °ø°£ °¡¼Ó ±¸Á¶   ¼º´É Æò°¡   ÀÎÅÚ VTune ¼º´ÉºÐ¼®±â   Ray tracing   ray-object intersection computation   spatial acceleration structure   performance analysis   Intel VTune Performance Analyzer  
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