硬件加速光线追踪的局部自适应细节级别

Jacob Haydel, Cem Yuksel, Larry Seiler
{"title":"硬件加速光线追踪的局部自适应细节级别","authors":"Jacob Haydel, Cem Yuksel, Larry Seiler","doi":"10.1145/3618359","DOIUrl":null,"url":null,"abstract":"We introduce an adaptive level-of-detail technique for ray tracing triangle meshes that aims to reduce the memory bandwidth used during ray traversal, which can be the bottleneck for rendering time with large scenes and the primary consumer of energy. We propose a specific data structure for hierarchically representing triangle meshes, allowing localized decisions for the desired mesh resolution per ray. Starting with the lowest-resolution triangle mesh level, higher-resolution levels are generated by tessellating each triangle into four via splitting its edges with arbitrarily-placed vertices. We fit the resulting mesh hierarchy into a specialized acceleration structure to perform on-the-fly tessellation level selection during ray traversal. Our structure reduces both storage cost and data movement during rendering, which are the main consumers of energy. It also allows continuous transitions between detail levels, while locally adjusting the mesh resolution per ray and preserving watertightness. We present how this structure can be used with both primary and secondary rays for reflections and shadows, which can intersect with different tessellation levels, providing consistent results. We also propose specific hardware units to cover the cost of additional compute needed for level-of-detail operations. We evaluate our method using a cycle-accurate simulation of a custom ray tracing hardware architecture. Our results show that, as compared to traditional bounding volume hierarchies, our method can provide more than an order of magnitude reduction in energy use and render time, given sufficient computational resources.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Locally-Adaptive Level-of-Detail for Hardware-Accelerated Ray Tracing\",\"authors\":\"Jacob Haydel, Cem Yuksel, Larry Seiler\",\"doi\":\"10.1145/3618359\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We introduce an adaptive level-of-detail technique for ray tracing triangle meshes that aims to reduce the memory bandwidth used during ray traversal, which can be the bottleneck for rendering time with large scenes and the primary consumer of energy. We propose a specific data structure for hierarchically representing triangle meshes, allowing localized decisions for the desired mesh resolution per ray. Starting with the lowest-resolution triangle mesh level, higher-resolution levels are generated by tessellating each triangle into four via splitting its edges with arbitrarily-placed vertices. We fit the resulting mesh hierarchy into a specialized acceleration structure to perform on-the-fly tessellation level selection during ray traversal. Our structure reduces both storage cost and data movement during rendering, which are the main consumers of energy. It also allows continuous transitions between detail levels, while locally adjusting the mesh resolution per ray and preserving watertightness. We present how this structure can be used with both primary and secondary rays for reflections and shadows, which can intersect with different tessellation levels, providing consistent results. We also propose specific hardware units to cover the cost of additional compute needed for level-of-detail operations. We evaluate our method using a cycle-accurate simulation of a custom ray tracing hardware architecture. Our results show that, as compared to traditional bounding volume hierarchies, our method can provide more than an order of magnitude reduction in energy use and render time, given sufficient computational resources.\",\"PeriodicalId\":7077,\"journal\":{\"name\":\"ACM Transactions on Graphics (TOG)\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-12-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM Transactions on Graphics (TOG)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3618359\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Transactions on Graphics (TOG)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3618359","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

我们引入了一种自适应的细节级技术,用于光线跟踪三角形网格,旨在减少光线遍历期间使用的内存带宽,这可能是大场景渲染时间的瓶颈和主要的能量消耗。我们提出了一种特定的数据结构,用于分层表示三角形网格,允许对每个光线所需的网格分辨率进行本地化决策。从最低分辨率的三角形网格级别开始,通过将每个三角形的边缘与任意放置的顶点分开,将每个三角形细分为四个,从而生成更高分辨率的级别。我们将生成的网格层次结构拟合到一个专门的加速结构中,以便在光线遍历期间执行实时镶嵌水平选择。我们的结构降低了渲染过程中的存储成本和数据移动,这是主要的能源消耗者。它还允许在细节级别之间连续转换,同时局部调整每个光线的网格分辨率并保持水密性。我们展示了这种结构如何与反射和阴影的主要和次要光线一起使用,它们可以与不同的镶嵌水平相交,从而提供一致的结果。我们还建议使用特定的硬件单元来支付细节级操作所需的额外计算成本。我们使用自定义光线跟踪硬件架构的周期精确模拟来评估我们的方法。我们的研究结果表明,与传统的边界体层次结构相比,在给定足够的计算资源的情况下,我们的方法可以在能源使用和渲染时间上减少一个数量级以上。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Locally-Adaptive Level-of-Detail for Hardware-Accelerated Ray Tracing
We introduce an adaptive level-of-detail technique for ray tracing triangle meshes that aims to reduce the memory bandwidth used during ray traversal, which can be the bottleneck for rendering time with large scenes and the primary consumer of energy. We propose a specific data structure for hierarchically representing triangle meshes, allowing localized decisions for the desired mesh resolution per ray. Starting with the lowest-resolution triangle mesh level, higher-resolution levels are generated by tessellating each triangle into four via splitting its edges with arbitrarily-placed vertices. We fit the resulting mesh hierarchy into a specialized acceleration structure to perform on-the-fly tessellation level selection during ray traversal. Our structure reduces both storage cost and data movement during rendering, which are the main consumers of energy. It also allows continuous transitions between detail levels, while locally adjusting the mesh resolution per ray and preserving watertightness. We present how this structure can be used with both primary and secondary rays for reflections and shadows, which can intersect with different tessellation levels, providing consistent results. We also propose specific hardware units to cover the cost of additional compute needed for level-of-detail operations. We evaluate our method using a cycle-accurate simulation of a custom ray tracing hardware architecture. Our results show that, as compared to traditional bounding volume hierarchies, our method can provide more than an order of magnitude reduction in energy use and render time, given sufficient computational resources.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
GeoLatent: A Geometric Approach to Latent Space Design for Deformable Shape Generators An Implicit Neural Representation for the Image Stack: Depth, All in Focus, and High Dynamic Range Rectifying Strip Patterns From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital Humans Warped-Area Reparameterization of Differential Path Integrals
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1