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Contemporary Topics in Computer Graphics and Games

Selected Papers from the Eurasia Graphics Conference Series

Edited By Veysi İşler, Haşmet Gürçay, Hasan Kemal Süher and Güven Çatak

This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games.

The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.

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19. Fast Data Parallel Radix Sort Implementation in Directx 11 Compute Shader to Accelerate Ray Tracing Algorithms

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19.   Fast Data Parallel Radix Sort Implementation in Directx 11 Compute Shader to Accelerate Ray Tracing Algorithms

Arturo García

Visual and Parallel computing group Intel Corporation arturo.garcia@intel.com

Omar Alvizo

Universidad de Guadalajara Guadalajara, México omar.alvizo@alumno.udg.mx



Ulises Olivares-Pinto Universidad Nacional Autónoma de México, uolivares@unam.mx

Félix Ramos

Centro de Investigación y de Estudios Avanzados del Instituto Politécnico Nacional Unidad Guadalajara framos@gdl.cinvestav.mx

Abstract—In this paper we present a fast data parallel implementation of the Radix Sort on the Direct Compute software development kit (SDK). We also discuss in detail the various optimization strategies that were used to increase the performance of our Radix Sort, and we show how these strategies can be generalized for any video card that supports the Direct Compute model. The insights that we share in this paper should be of use to any General-Purpose Graphics Processing Unit (GPGPU) programmer regardless of the video card being used. Finally, we discuss how Radix Sort can be used to accelerate ray tracing and we present some results in this area as well.

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