GPU Ray Tracing using Irregular Grids

We present a spatial index structure to accelerate ray tracing on GPUs. It is a flat, non‐hierarchical spatial subdivision of the scene into axis aligned cells of varying size. In order to construct it, we first nest an octree into each cell of a uniform grid. We then apply two optimization passes t...

Full description

Saved in:
Bibliographic Details
Published inComputer graphics forum Vol. 36; no. 2; pp. 477 - 486
Main Authors Pérard‐Gayot, Arsène, Kalojanov, Javor, Slusallek, Philipp
Format Journal Article
LanguageEnglish
Published Oxford Blackwell Publishing Ltd 01.05.2017
Subjects
Online AccessGet full text
ISSN0167-7055
1467-8659
DOI10.1111/cgf.13142

Cover

More Information
Summary:We present a spatial index structure to accelerate ray tracing on GPUs. It is a flat, non‐hierarchical spatial subdivision of the scene into axis aligned cells of varying size. In order to construct it, we first nest an octree into each cell of a uniform grid. We then apply two optimization passes to increase ray traversal performance: First, we reduce the expected cost for ray traversal by merging cells together. This adapts the structure to complex primitive distributions, solving the “teapot in a stadium” problem. Second, we decouple the cell boundaries used during traversal for rays entering and exiting a given cell. This allows us to extend the exiting boundaries over adjacent cells that are either empty or do not contain additional primitives. Now, exiting rays can skip empty space and avoid repeating intersection tests. Finally, we demonstrate that in addition to the fast ray traversal performance, the structure can be rebuilt efficiently in parallel, allowing for ray tracing dynamic scenes.
Bibliography:ObjectType-Article-1
SourceType-Scholarly Journals-1
ObjectType-Feature-2
content type line 14
ISSN:0167-7055
1467-8659
DOI:10.1111/cgf.13142