• DocumentCode
    2967470
  • Title

    Ray-specialized acceleration structures for ray tracing

  • Author

    Hunt, Warren ; Mark, William R.

  • Author_Institution
    Univ. of Texas at Austin, Austin, TX
  • fYear
    2008
  • fDate
    9-10 Aug. 2008
  • Firstpage
    3
  • Lastpage
    10
  • Abstract
    The key to efficient ray tracing is the use of effective acceleration data structures. Traditionally, acceleration structures have been constructed under the assumption that rays approach from any direction with equal probability. However, we observe that for any particular frame the system has significant knowledge about the rays, especially eye rays and hard/soft shadow rays. In this paper we demonstrate that by using this information in conjunction with an appropriate acceleration structure - a set of one or more perspective grids - that ray tracing performance can be significantly improved over prior approaches. This acceleration structure can easily be rebuilt per frame, and provides significantly improved performance for rays originating at or near particular points such as the eye point and the light source(s), without sacrificing the ability to trace arbitrary rays. We demonstrate true real-time frame rates on a game-like scene rendered on an eight-core desktop PC at 1920times1200 resolution for primary visibility, and hard shadows, along with lower frame rates for Monte Carlo soft shadows. In particular, we demonstrate the fastest hard shadow ray-tracing results that we are aware of. We argue that the perspective grid acceleration structure provides insight into why the Z buffer algorithm is faster than traditional ray tracing and shows there is a useful continuum of visibility algorithms between the two traditional approaches.
  • Keywords
    computational geometry; data structures; mesh generation; ray tracing; surface fitting; hard shadow ray; perspective grid acceleration structure; ray tracing; ray-specialized acceleration data structure; soft shadow ray; surface area heuristic; Acceleration; Data structures; Graphics; Hardware; Layout; Particle beams; Ray tracing; Rendering (computer graphics); Software performance; Structural beams; I.3.7 [Computing Methodologies]: COMPUTER GRAPHICS—Three-Dimensional Graphics and Realism;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Interactive Ray Tracing, 2008. RT 2008. IEEE Symposium on
  • Conference_Location
    Los Angeles, CA
  • Print_ISBN
    978-1-4244-2741-3
  • Type

    conf

  • DOI
    10.1109/RT.2008.4634613
  • Filename
    4634613