RDH: ray distribution heuristics for construction of spatial data structures

Jiří Bittner, V. Havran
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引用次数: 21

Abstract

Surface area heuristics is currently the most popular method for view independent construction of spatial hierarchies for ray tracing. We present a method which modifies the surface area heuristics by taking into account the actual distribution of rays in the scene. This is achieved by subsampling the rays to be cast and using these rays in order to estimate the probabilities of rays traversing through nodes of the constructed hierarchy. The main aim of our paper is to analyze the potential of taking the ray distribution into account. The results indicate that we can achieve a minor speedup of ray traversal compared to standard SAH. For large densely occluded scene we can also save the construction time and memory consumption of the hierarchy by not subdividing parts of the scene where no rays are traced.
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RDH:用于空间数据结构构建的射线分布启发式
表面面积启发法是目前最流行的独立于视点构建射线追踪空间层次的方法。我们提出了一种通过考虑光线在场景中的实际分布来修改表面积启发式的方法。这是通过对要投射的光线进行子采样来实现的,并使用这些光线来估计光线穿过构造层次结构节点的概率。本文的主要目的是分析考虑射线分布的可能性。结果表明,与标准SAH相比,我们可以实现射线遍历的轻微加速。对于大型密集遮挡的场景,我们也可以通过不细分场景中没有光线跟踪的部分来节省构建时间和层次结构的内存消耗。
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