Figure 1: Full ray traced (including shading and bilinear filtered texturing) scenes by our GPU on a FPGA platform: Ferrari (left, 210K triangles) and Fairy (right, 170K triangles). Recently, with the increasing demand for photorealistic graphics and the rapid advances in desktop CPUs/GPUs, real-time ray trac-ing has attracted considerable attention. Unfortunately, ray tracing in the current mobile environment is very difficult because of in-adequate computing power, memory bandwidth, and flexibility in mobile GPUs. In this paper, we present a novel mobile GPU archi-tecture called SGRT (Samsung reconfigurable GPU based on Ray Tracing) in which a fast compact hardware accelerator and a flex-ible programmable shader are combined. SGRT has two...