Ray Tracing GPU Architectures and Applications


Thursday April 23, 2015 - 07:30:00 PM


Cogswell Dragon's Den Auditorium
1175 Bordeaux Dr
Sunnyvale,CA 94089


Luke Peterson, Director of Ray Tracing R&D
Gareth Morgan, Rendering Software Engineer
Imagination Technologies


7:30 Networking & Snacks
8:00 Presentation


Ray tracing acceleration is coming to a GPU near you! In this talk, we will discuss the hardware architecture changes that we have made to Imagination’s PowerVR GPU in order to enable ultra-efficient accelerated 3D spatial queries. Following this, we will explore the roadmap for ray tracing in the coming years, looking at some techniques and use cases for ray tracing today and the applications that become possible with steadily increasing ray tracing performance over time.

Speaker Bios

Luke Peterson is the Director of Ray Tracing R&D at Imagination Technologies, one of the world’s top three silicon IP companies, providing the key processing blocks needed to create the SoCs (Systems on Chips) that power all mobile, consumer and embedded electronics. Luke joined Imagination in 2010 with the acquisition of Caustic Graphics Inc., a company he founded along with several other engineers from Apple, to build the next generation GPU.

Gareth Morgan is a Rendering Software Engineer at Imagination Technologies. He has been involved in games and 3D graphics since 1999, starting at Silicon Graphics followed by several games companies including Activision and BAM Studios. Since 2008 he has been working at Caustic / Imagination researching ways to apply ray tracing techniques to games using Imagination\'s ray tracing acceleration hardware.

Ray Tracing Examples

Renders from a progressive production renderer running on top of our ray tracing acceleration framework.

A technique for ray traced shadows that is twice as efficient as cascaded shadow maps.

A traditional rasterized game, using ray tracing for selective effects, namely reflection, refraction, and shadowing.

A Global Illumination (GI) technique interpolating between spherical harmonics probes, which are converged in realtime.

Meeting Notes:

The Overview/Block diagram:
Presentations & Slides:
GDC14 video with Gareth:
Keynote slides:
Enhancing Graphics: Illumination: