Results
•Ray Engine GH02
–200K rays/s for highly
coherent, small (2.5K) scenes
–115K rays/s for large (34K)
complicated scenes
•Wald et al. EGRW01
–P3 SSE: 200K – 1.5M rays/s
–CPU-SSE tightly coupled
•Purcell et al. S02
–300K rays/s large (35K)
–up to 4M rays/s small (35)
–
207K rays/s
150K rays/s
115K rays/s
128K rays/s
131K rays/s
Stanford GPURT:
Quake scene: 35K tri, 256^2 pixels, eye+shadow, 3-5 fps -> 32K rays at 5fps -> 160K rays/s
Cornell box: 35 tri, 256^2 pixels, eye+shadow, 10-15 fps -> 32K rays at 15fps -> 1.6M rays/s