• DocumentCode
    1568755
  • Title

    Faster Ray Packets - Triangle Intersection through Vertex Culling

  • Author

    Reshetov, Alexander

  • Author_Institution
    Intel Corp.
  • fYear
    2007
  • Firstpage
    105
  • Lastpage
    112
  • Abstract
    Acceleration structures are used in ray tracing to sharply reduce number of ray-triangle intersection tests at the expense of traversing such structures. Bigger structures eliminate more tests, but their traversal becomes less efficient, especially for ray packets, for which number of inactive rays increases at the lower levels of the acceleration structures. For dynamic scenes, building or updating acceleration structures is one of the major performance impediments. We propose a new way to reduce the total number of tests by creating a special transient frustum every time a leaf is traversed by a packet of rays. This frustum contains intersections of active rays with a leaf node and eliminates over 90% of all potential tests. It allows a tenfold reduction in size of acceleration structure whilst still achieving a better performance.
  • Keywords
    ray tracing; acceleration structures; dynamic scenes; ray packets-triangle intersection; ray tracing; ray-triangle intersection tests; vertex culling; Acceleration; Arithmetic; Buildings; Computer architecture; Data structures; Equations; Layout; Life estimation; Ray tracing; Testing; computational complexity; ray tracing; ray-triangle intersection;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Interactive Ray Tracing, 2007. RT '07. IEEE Symposium on
  • Conference_Location
    Ulm
  • Print_ISBN
    978-1-4244-1629-5
  • Type

    conf

  • DOI
    10.1109/RT.2007.4342597
  • Filename
    4342597