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...

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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
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ISSN0167-7055
1467-8659
DOI10.1111/cgf.13142

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Abstract 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.
AbstractList 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.
Author Kalojanov, Javor
Pérard‐Gayot, Arsène
Slusallek, Philipp
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crossref_primary_10_3390_computers9010017
crossref_primary_10_1145_3238301
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Snippet 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...
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...
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SubjectTerms Boundaries
Categories and Subject Descriptors (according to ACM CCS)
Computer graphics
I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—Raytracing
Image processing systems
Optimization
Ray tracing
Ray traversal
Spatial subdivision
Title GPU Ray Tracing using Irregular Grids
URI https://onlinelibrary.wiley.com/doi/abs/10.1111%2Fcgf.13142
https://www.proquest.com/docview/1901406123
Volume 36
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