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Out-Of-Core Gpu Path Tracing On Large Instanced Scenes Via Geometry Streaming, Jeremy Berchtold
Out-Of-Core Gpu Path Tracing On Large Instanced Scenes Via Geometry Streaming, Jeremy Berchtold
Master's Theses
We present a technique for out-of-core GPU path tracing of arbitrarily large scenes that is compatible with hardware-accelerated ray-tracing. Our technique improves upon previous works by subdividing the scene spatially into streamable chunks that are loaded using a priority system that maximizes ray throughput and minimizes GPU memory usage. This allows for arbitrarily large scaling of scene complexity. Our system required under 19 minutes to render a solid color version of Disney's Moana Island scene (39.3 million instances, 261.1 million unique quads, and 82.4 billion instanced quads at a resolution of 1024x429 and 1024spp on an RTX 5000 (24GB memory …