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
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