{"title":"Subspace Culling for Ray-Box Intersection","authors":"A. Yoshimura, T. Harada","doi":"10.1145/3585503","DOIUrl":null,"url":null,"abstract":"Ray tracing is an essential operation for realistic image synthesis. The acceleration of ray tracing has been studied for a long period of time because algorithms such as light transport simulations require a large amount of ray tracing. One of the major approaches to accelerate the intersections is to use bounding volumes for early pruning for primitives in the volume. The axis-aligned bounding box is a popular bounding volume for ray tracing because of its simplicity and efficiency. However, the conservative bounding volume may produce extra empty space in addition to its content. Especially, primitives that are thin and diagonal to the axis give false-positive hits on the box volume due to the extra space. Although more complex bounding volumes such as oriented bounding boxes may reduce more false-positive hits, they are computationally expensive. In this paper, we propose a novel culling approach to reduce false-positive hits for the bounding box by embedding a binary voxel data structure to the volume. As a ray is represented as a conservative voxel volume as well in our approach, the ray--voxel intersection is cheaply done by bitwise AND operations. Our method is applicable to hierarchical data structures such as bounding volume hierarchy (BVH). It reduces false-positive hits due to the ray--box test and reduces the number of intersections during the traversal of BVH in ray tracing. We evaluate the reduction of intersections with several scenes and show the possibility of performance improvement despite the culling overhead. We also introduce a compression approach with a lookup table for our voxel data. We show that our compressed voxel data achieves significant false-positive reductions with a small amount of memory.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":" ","pages":"1 - 15"},"PeriodicalIF":1.4000,"publicationDate":"2023-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ACM on computer graphics and interactive techniques","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3585503","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0
Abstract
Ray tracing is an essential operation for realistic image synthesis. The acceleration of ray tracing has been studied for a long period of time because algorithms such as light transport simulations require a large amount of ray tracing. One of the major approaches to accelerate the intersections is to use bounding volumes for early pruning for primitives in the volume. The axis-aligned bounding box is a popular bounding volume for ray tracing because of its simplicity and efficiency. However, the conservative bounding volume may produce extra empty space in addition to its content. Especially, primitives that are thin and diagonal to the axis give false-positive hits on the box volume due to the extra space. Although more complex bounding volumes such as oriented bounding boxes may reduce more false-positive hits, they are computationally expensive. In this paper, we propose a novel culling approach to reduce false-positive hits for the bounding box by embedding a binary voxel data structure to the volume. As a ray is represented as a conservative voxel volume as well in our approach, the ray--voxel intersection is cheaply done by bitwise AND operations. Our method is applicable to hierarchical data structures such as bounding volume hierarchy (BVH). It reduces false-positive hits due to the ray--box test and reduces the number of intersections during the traversal of BVH in ray tracing. We evaluate the reduction of intersections with several scenes and show the possibility of performance improvement despite the culling overhead. We also introduce a compression approach with a lookup table for our voxel data. We show that our compressed voxel data achieves significant false-positive reductions with a small amount of memory.