
Disney Animation makes heavy use of Ptex [Burley and Lacewell 2008] across our assets [Burley et al. 2018], which required a new texture streaming pipeline for our new real-time ray tracer. Our goal was to create a scalable system which could provide a real-time, zero-stall experience to users at all times, even as the number of Ptex files expands into the tens of thousands. We cap the maximum size of the GPU cache to a relatively small footprint, and employ a fast LRU eviction scheme when we hit the limit.
Mark Lee, Nathan Zeichner, and Yining Karl Li. A Texture Streaming Pipeline for Real-Time GPU Ray Tracing. ACM SIGGRAPH 2025 Talks. Article 12, Aug 2025.
@article{Lee2025GPUPtex,
author = {Lee, Mark and Zeichner, Nathan and Li, Yining Karl},
title = {A Texture Streaming Pipeline for Real-Time GPU Ray Tracing},
journal = {ACM SIGGRAPH 2025 Talks},
month = aug,
year = {2025},
articleno = {12},
doi = {10.1145/3721239.3734098},
}
We thank Disney Animation's Hyperion development team and Interactive Visualization development team for supporting this project, and we thank Brent Burley and Daniel Teece for their feedback and assistance with various Ptex topics. Also, we acknowledge and thank Joe Schutte for developing an earlier prototype of a GPU Ptex system at Disney Animation, from which the cuckoo hash table idea originated.
© The Author(s) / ACM. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The Definitive Version of Record is available at doi.acm.org.