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  <channel>
    <title>popo894's Blog</title>
    <link>http://popo894.friendlinkup.com/</link>
    <description>Umut ERTURK</description>
    <language>en</language>    <item>
      <title>CUDA as well as Ray tracing; are they really a good combination?</title>
      <link>http://popo894.friendlinkup.com/2008/09/09/cuda-and-ray-tracing-are-they-really-a-good-combination.html</link>
      <description>Previous week I mailed to people who worked on ray tracing with CUDA architecture as well as I received some disheartening mails. I would like to share these mails since you may require to understand reasons on behalf of the conflict between NVidia&#8217;s CUDA 1.1 architecture as well as ray tracing.
I sent this mail to &#8220;the secret matador&#8221; whom I found in NVidia&#8217;s CUDA forums;
 &gt; umut has sent you this email from
&gt; http://forums.nvidia.com/index.php.
&gt;
&gt;
&gt; Hello
&gt; I am studying my master degree on computer games
&gt; tech as well as I&#8217;m planning to opt on behalf of ray tracing on cuda
&gt; processors in dynamic scenes on behalf of my master thesis,
&gt; however, as i read from your post itz really not a
&gt; good idea. Is it? I am also concerned about the
&gt; number of replies to your post (no reply as i see).
&gt; I would like to request you if it is a good idea to do
&gt; my master thesis on this topic or would you like to
&gt; suggest some different topics about CUDA?
&gt; I would really appreciate your answer.
&gt; Thanks
&gt;
&gt; UMUT
&gt; umuter { @t } gm@il.com
&gt;
Well, I was trying to perform raytracing with CUDA
also some time ago. My scenes contained triangles. If
you desire to utilize CUDA on behalf of just spheres I think can be
as fast as Cell ( see
http://eric_rollins.home.mindspring.com/ray/cuda.html
)
Well, on behalf of xNormal I tryed CUDA with triangle
scenes(1-10M triangles) as well as I wasn&#8217;t able to get it
working at decent speed. Perhaps if you utilize smaller
scenes could be ok&#8230; but was terrible slow on behalf of me&#8230;
I think my scenes were too big to fit well in the
shared/const memory. I used BVHs, grids as well as stackless
kdtrees without any good result. A dual-core was
always faster. Btw, the CUDA stackless approach sux a
lot! CUDA is very good processing linear data(like an
image kernel) but terrible processing random and
recursive structures like the ones that requires
raytracing.
Another problem I found was that there's no CUDA x64
version, neither is Vista compatible as well as the VRAM on
desktop G80 cards was too small on behalf of me(256-512Mb is
the typical as well as my scenes were occuping an estimated 1Gb).
The CUDA 1.1 does not support 3D textures so is a pain
to get the uniform grids working&#8230;
Well, I hope you could improve my results&#8230; CUDA was
not very good on behalf of me. I hope they add a function
stack, better syncronization mechanism as well as improved
registers/instruction count on behalf of CUDA 2.
After getting this mail I requested a similar question to Eric Rollins who is an estimated all probably one of the first people trying to implement ray tracing algorithm on CUDA. And I also requested if PS3 or CUDA? which one should I opt on behalf of as well as the answer is pretty clear; PS3. Eric Rollin&#8217;s complete answer:
Umut;
I think you are correct about the difficulties with ray tracing on CUDA.  It is easier on the Cell/PS3, though still challenging.  See papers linked on my PS3 ray tracing page, as well as MIT blue steel: http://cag.csail.mit.edu/ps3/blue-steel.shtml
In my code on behalf of CUDA as well as Cell/PS3 the only primitive I have implemented is the sphere.
I assume you have already seen this paper on alternative approaches:  http://graphics.stanford.edu/papers/i3dkdtree/gpu-kd-i3d.pdf .  Also some of the latency avoidance techniques discussed on behalf of Cell/PS3 might apply to CUDA.  I do recommend reading the papers on behalf of Cell/PS3 even if you desire to endeavour CUDA.
If you have a big insight on how to do CUDA, go with it.  Otherwise I recommend Cell/PS3.
Good luck.
</description>
      <pubDate>Tue, 09 Sep 2008 23:50:16 -0400</pubDate>
      <dc:creator>popo894</dc:creator>
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