We propose a new kd-tree traversal algorithm for incoherent groups of rays which reduces number of intersection tests by more than 1.5times compared with splitting the group into coherent subgroups
{"title":"Omnidirectional Ray Tracing Traversal Algorithm for kd-trees","authors":"A. Reshetov","doi":"10.1109/RT.2006.280215","DOIUrl":"https://doi.org/10.1109/RT.2006.280215","url":null,"abstract":"We propose a new kd-tree traversal algorithm for incoherent groups of rays which reduces number of intersection tests by more than 1.5times compared with splitting the group into coherent subgroups","PeriodicalId":158017,"journal":{"name":"2006 IEEE Symposium on Interactive Ray Tracing","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123464302","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Though a large variety of efficiency structures for ray tracing exist, kd-trees today seem to slowly become the method of choice. In particular, kd-trees built with cost estimation functions such as a surface area heuristic (SAH) seem to be important for reaching high performance. Unfortunately, most algorithms for building such trees have a time complexity of O(N log2 N), or even O(N2). In this paper, we analyze the state of the art in building good kd-trees for ray tracing, and eventually propose an algorithm that builds SAH kd-trees in O(N log N), the theoretical lower bound
{"title":"On building fast kd-Trees for Ray Tracing, and on doing that in O(N log N)","authors":"I. Wald, V. Havran","doi":"10.1109/RT.2006.280216","DOIUrl":"https://doi.org/10.1109/RT.2006.280216","url":null,"abstract":"Though a large variety of efficiency structures for ray tracing exist, kd-trees today seem to slowly become the method of choice. In particular, kd-trees built with cost estimation functions such as a surface area heuristic (SAH) seem to be important for reaching high performance. Unfortunately, most algorithms for building such trees have a time complexity of O(N log2 N), or even O(N2). In this paper, we analyze the state of the art in building good kd-trees for ray tracing, and eventually propose an algorithm that builds SAH kd-trees in O(N log N), the theoretical lower bound","PeriodicalId":158017,"journal":{"name":"2006 IEEE Symposium on Interactive Ray Tracing","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115702819","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Hans-Friedrich Pabst, JanP. Springer, Andre Schollmeyer, Robert Lenhardt, Christian Lessig, Bernd Froehlich
We propose a conceptual extension of the standard triangle-based graphics pipeline by an additional intersection stage. The corresponding intersection program performs ray-object intersection tests for each fragment of an object's bounding volume. The resulting hit fragments are transferred to the fragment shading stage for computing the illumination and performing further fragment operations. Our approach combines the efficiency of the standard hardware graphics pipeline with the advantages of ray casting such as pixel accurate rendering and exact normal as well as early ray termination. This concept serves as a framework for the implementation of an interactive ray casting system for trimmed NURBS surfaces. We show how to realize an iterative ray-object intersection method for NURBS primitives as an intersection program. Convex hulls are used as tight bounding volumes for the NURBS patches to minimize the number of fragments to be processed. In addition, we developed a trimming algorithm for the GPU that works with an exact representation of the trimming curves. First experiments with our implementation show that real-time rendering of medium complex scenes is possible on current graphics hardware
{"title":"Ray Casting of Trimmed NURBS Surfaces on the GPU","authors":"Hans-Friedrich Pabst, JanP. Springer, Andre Schollmeyer, Robert Lenhardt, Christian Lessig, Bernd Froehlich","doi":"10.1109/RT.2006.280226","DOIUrl":"https://doi.org/10.1109/RT.2006.280226","url":null,"abstract":"We propose a conceptual extension of the standard triangle-based graphics pipeline by an additional intersection stage. The corresponding intersection program performs ray-object intersection tests for each fragment of an object's bounding volume. The resulting hit fragments are transferred to the fragment shading stage for computing the illumination and performing further fragment operations. Our approach combines the efficiency of the standard hardware graphics pipeline with the advantages of ray casting such as pixel accurate rendering and exact normal as well as early ray termination. This concept serves as a framework for the implementation of an interactive ray casting system for trimmed NURBS surfaces. We show how to realize an iterative ray-object intersection method for NURBS primitives as an intersection program. Convex hulls are used as tight bounding volumes for the NURBS patches to minimize the number of fragments to be processed. In addition, we developed a trimming algorithm for the GPU that works with an exact representation of the trimming curves. First experiments with our implementation show that real-time rendering of medium complex scenes is possible on current graphics hardware","PeriodicalId":158017,"journal":{"name":"2006 IEEE Symposium on Interactive Ray Tracing","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126309382","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}