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 in | Computer graphics forum Vol. 36; no. 2; pp. 477 - 486 |
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| Main Authors | , , |
| Format | Journal Article |
| Language | English |
| Published |
Oxford
Blackwell Publishing Ltd
01.05.2017
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| Subjects | |
| Online Access | Get full text |
| ISSN | 0167-7055 1467-8659 |
| DOI | 10.1111/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. |
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| 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 |
| Author_xml | – sequence: 1 givenname: Arsène surname: Pérard‐Gayot fullname: Pérard‐Gayot, Arsène organization: Saarland University & Intel VCI – sequence: 2 givenname: Javor surname: Kalojanov fullname: Kalojanov, Javor organization: Saarland University & Intel VCI – sequence: 3 givenname: Philipp surname: Slusallek fullname: Slusallek, Philipp organization: German Research Center for Artificial Intelligence |
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| Cites_doi | 10.1007/BF01900697 10.1145/1073204.1073329 10.1145/1572769.1572771 10.1145/1572769.1572772 10.1145/2492045.2492055 10.1016/j.jpdc.2007.06.011 10.1109/RT.2006.280219 10.1111/j.1467-8659.2009.01377.x 10.1111/cgf.12259 10.1007/BF01911006 10.1111/j.1467-8659.2011.01862.x 10.1145/1572769.1572773 10.1109/RT.2006.280216 10.1145/1141911.1141913 10.1145/1572769.1572793 10.1007/s00371-011-0593-8 10.1080/10867651.1997.10487468 10.1145/1283900.1283912 10.1111/j.1467-8659.2007.01064.x 10.1145/1572769.1572792 10.1109/RT.2006.280214 |
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| Copyright | 2017 The Author(s) Computer Graphics Forum © 2017 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd. 2017 The Eurographics Association and John Wiley & Sons Ltd. |
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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 |
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