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Ray Tracing using HIP

Atsushi Yoshimura, Kenta Eto, Daniel Meister, Takahiro Harada

Abstract

In this technical report, we introduce the basics of ray tracing and explain how to accelerate the computation of the rendering algorithm in HIP. We also show how to use a HIP ray tracing framework - HIPRT, leveraging hardware ray tracing features of AMD GPUs. We conclude this technical report with a list of references for further reading.

Ray Tracing using HIP

Abstract

In this technical report, we introduce the basics of ray tracing and explain how to accelerate the computation of the rendering algorithm in HIP. We also show how to use a HIP ray tracing framework - HIPRT, leveraging hardware ray tracing features of AMD GPUs. We conclude this technical report with a list of references for further reading.
Paper Structure (27 sections, 6 equations, 20 figures)

This paper contains 27 sections, 6 equations, 20 figures.

Figures (20)

  • Figure 1: Ray tracing or photo?
  • Figure 2: Examples of lighting effects that can be observed in the real world, produced by a ray-tracing-based renderer: soft shadows (top-left), color bleeding (top-right), reflection/refraction (bottom-left), and depth-of-field (bottom-right).
  • Figure 3: To find the intersection with the plane of the triangle, we are looking for a value of t such $t$ that $\mathbf{R}(t) - \mathbf{v_0}$ is perpendicular to the normal of the triangle.
  • Figure 4: The left image shows that the hit point is inside with respect to the edge $\mathbf{v_2}, \mathbf{v_1}$, which can be conditioned by $0 \leq \mathbf{n}\cdot((\mathbf{v_2}-\mathbf{v_1})\times(\mathbf{R}(t)-\mathbf{v_1}))$ while the right shows the hit point is outside against the edge.
  • Figure 5: Illustration of pinhole camera: light rays pass through the pinhole, projecting on the film on the opposite side.
  • ...and 15 more figures