RT-DEFORM: Interactive Ray Tracing of Dynamic Scenes using BVHs

C. Lauterbach, S.-E. Yoon, D. Tuft, Dinesh Manocha
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引用次数: 148

Abstract

We present an efficient approach for interactive ray tracing of deformable or animated models. Unlike many of the recent approaches for ray tracing static scenes, we use bounding volume hierarchies (BVHs) instead of kd-trees as the underlying acceleration structure. Our algorithm makes no assumptions about the simulation or the motion of objects in the scene and dynamically updates or recomputes the BVHs. We also describe a method to detect BVH quality degradation during the simulation in order to determine when the hierarchy needs to be rebuilt. Furthermore, we show that the ray coherence techniques introduced for kd-trees can be naturally extended to BVHs and yield similar improvements. Finally, we compare BVHs to spatial kd-trees, which have been used recently as a replacement for AABB hierarchies. Our algorithm has been applied to different scenarios arising in animation and simulation and consisting of tens of thousands to a million triangles. In practice, our system can ray trace these models at 3-13 frames a second on a desktop PC including secondary rays
RT-DEFORM:使用BVHs的动态场景的交互式光线追踪
我们提出了一种有效的可变形或动画模型的交互式光线跟踪方法。与许多最近的光线追踪静态场景的方法不同,我们使用边界体层次结构(BVHs)代替kd树作为底层加速结构。我们的算法对场景中物体的模拟或运动不做任何假设,并动态更新或重新计算BVHs。我们还描述了一种在仿真过程中检测BVH质量退化的方法,以确定何时需要重建层次结构。此外,我们表明,为kd树引入的射线相干技术可以自然地扩展到bvh,并产生类似的改进。最后,我们将BVHs与空间kd树进行了比较,后者最近被用作AABB层次结构的替代品。我们的算法已经应用于动画和模拟中出现的不同场景,由数万到100万个三角形组成。实际上,我们的系统可以在台式电脑上以每秒3-13帧的速度跟踪这些模型,包括二次射线
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