Nvidia Turing GPU Architecture

User Manual - Page 77

For Turing GPU Architecture.

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Appendix D
Ray Tracing Overview
NVIDIA Turing GPU Architecture WP-09183-001_v01 | 71
Step 1 Step 2
Step 3 Step 4
Figure 46. Abstraction of Tree Traversal and a Ray Intersecting
Different Levels of Bounding Boxes
Prior to rendering a scene for the first time, a BVH structure must be created (called BVH
building) from source geometry. If the next frame has significant changes compared to the prior
frame, a new BVH build operation may be required to represent all the changes in the scene.
However, in most cases, an existing BVH structure can be modified (called BVH refitting) based on
only certain scene changes, without requiring an entirely new BVH build. The refitting procedure
is less computationally expensive and is the common case for real world rendering.
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