DocumentCode :
1568755
Title :
Faster Ray Packets - Triangle Intersection through Vertex Culling
Author :
Reshetov, Alexander
Author_Institution :
Intel Corp.
fYear :
2007
Firstpage :
105
Lastpage :
112
Abstract :
Acceleration structures are used in ray tracing to sharply reduce number of ray-triangle intersection tests at the expense of traversing such structures. Bigger structures eliminate more tests, but their traversal becomes less efficient, especially for ray packets, for which number of inactive rays increases at the lower levels of the acceleration structures. For dynamic scenes, building or updating acceleration structures is one of the major performance impediments. We propose a new way to reduce the total number of tests by creating a special transient frustum every time a leaf is traversed by a packet of rays. This frustum contains intersections of active rays with a leaf node and eliminates over 90% of all potential tests. It allows a tenfold reduction in size of acceleration structure whilst still achieving a better performance.
Keywords :
ray tracing; acceleration structures; dynamic scenes; ray packets-triangle intersection; ray tracing; ray-triangle intersection tests; vertex culling; Acceleration; Arithmetic; Buildings; Computer architecture; Data structures; Equations; Layout; Life estimation; Ray tracing; Testing; computational complexity; ray tracing; ray-triangle intersection;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Interactive Ray Tracing, 2007. RT '07. IEEE Symposium on
Conference_Location :
Ulm
Print_ISBN :
978-1-4244-1629-5
Type :
conf
DOI :
10.1109/RT.2007.4342597
Filename :
4342597
Link To Document :
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