• DocumentCode
    2967488
  • Title

    Adaptive acceleration structures in perspective space

  • Author

    Hunt, Warren ; Mark, William R.

  • Author_Institution
    Univ. of Texas at Austin, Austin, TX
  • fYear
    2008
  • fDate
    9-10 Aug. 2008
  • Firstpage
    11
  • Lastpage
    17
  • Abstract
    Traversal efficiency of ray tracing acceleration structures can be improved by specializing them, each frame, for the rays that are traced in that frame. A companion paper to this one demonstrates that extremely high traversal performance for eye and hard shadow rays can be obtained by transforming rays and geometry with a perspective transform, then using a grid acceleration structure in the perspective space. However, the performance of this perspective grid acceleration structure suffers for off-axis rays such as those used for soft shadows or depth of field. In this paper we address this shortcoming by exploring the use of the perspective transform with adaptive acceleration structures such as kd-trees. The problem of choosing optimal split planes for an acceleration structure is different in perspective space than it is in world space, so we introduce a new cost metric for estimating traversal cost of acceleration structures in perspective space. This metric is related to the traditional surface area metric but defined in perspective space. We implement a ray-tracing system with both traditional and perspective acceleration structures and demonstrate significant performance improvements using the perspective space structures even when build time is included. Additionally we evaluate the effectiveness of our new cost metric compared to traditional cost metrics. A key insight demonstrated by these results is that end-to-end rendering performance can be improved by building a different specialized acceleration structure for each light and camera in the scene instead of using a single non-specialized acceleration structure for all rays.
  • Keywords
    computational geometry; ray tracing; rendering (computer graphics); software cost estimation; adaptive acceleration structures; cost metrics; end-to-end rendering performance; grid acceleration structure; kd-trees; off-axis rays; ray tracing acceleration structures; ray-tracing system; Acceleration; Buildings; Cameras; Computer graphics; Cost function; Extraterrestrial measurements; Geometry; Layout; Ray tracing; Rendering (computer graphics); 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.2008.4634614
  • Filename
    4634614