Non-homogeneous grids for CPU-GPU ray tracing

Vasco S. Costa, J. Pereira, J. Jorge
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引用次数: 1

Abstract

Ray tracing is among the most resource consuming methods for realistic image generation. Over the years, different acceleration structures have been proposed to reduce ray-object intersection queries since these dominate execution time. Regular grids are one of the most popular structures due to their simplicity and effectiveness. However, regular grid implementations are plagued by two major issues: underwhelming performance on irregular scenes with unbalanced triangle density and high memory consumption due to the many empty cells in sparsely populated scenes, typical of many game scenarios. We present a novel hybrid solution based on non-homogeneous rectilinear grids to improve ray tracing performance on uneven scene distributions. Additionally, we use hashing to get rid of empty cells. Non-homogeneous grids feature moveable split planes along the three axes unlike regular grids where split planes must be equidistant. Our approach performs serial construction tasks such as compression in the CPU and offloads the remaining data parallel tasks to the GPU. Using this acceleration structure we are able to render a wide range of scenes at high frame rates on commodity graphics hardware, from irregular density low polygon count models to regular density high polygon count scanned scenes with rapid construction times and a small memory footprint. For some test cases, our approach nearly doubles the frame rate of a regular grid at a similar resolution, while featuring low build times.
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用于CPU-GPU光线跟踪的非均匀网格
光线追踪是最消耗资源的逼真图像生成方法之一。多年来,已经提出了不同的加速结构来减少光线-物体相交查询,因为这些查询支配了执行时间。由于其简单和有效,规则网格是最受欢迎的结构之一。然而,常规网格的实现受到两个主要问题的困扰:在不规则的场景中表现不佳,三角形密度不平衡;由于在稀疏的场景中有许多空单元,内存消耗很高,这是许多游戏场景的典型特点。本文提出了一种基于非均匀直线网格的混合解决方案,以提高在不均匀场景分布下的光线跟踪性能。此外,我们使用哈希来去除空单元格。非均匀网格具有沿三个轴移动的分裂平面,而不像常规网格,分裂平面必须等距。我们的方法执行串行构建任务,如CPU中的压缩,并将剩余的数据并行任务卸载到GPU。使用这种加速结构,我们能够在商品图形硬件上以高帧率渲染各种场景,从不规则密度低多边形计数模型到规则密度高多边形计数扫描场景,具有快速的构建时间和较小的内存占用。对于一些测试用例,我们的方法在类似的分辨率下将常规网格的帧率提高了近一倍,同时具有较低的构建时间。
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