Accelerated entry point search algorithm for real-time ray-tracing

Colin Fowler, S. Collins, M. Manzke
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引用次数: 5

Abstract

Traversing an acceleration data structure, such as the Bounding Volume Hierarchy or kD-tree, takes a significant amount of the total time to render a frame in real-time ray tracing. We present a two-phase algorithm based upon the Multi Level Ray-Tracing Algorthm (MLRTA) for finding deep entry points in these tree acceleration data structures in order to speed up traversal. We compare this algorithm to a base MLRTA implementation. Our results indicate an across-the-board decrease in time to find the entry point and deeper entry points. The overall performance of our real-time ray-tracing system shows an increase in frames per second of up to 36% over packet-tracing and 18% over MLRTA. The improvement is algorithmic and is therefore applicable to all architectures and implementations.
实时光线追踪的加速入口点搜索算法
在实时光线追踪中,遍历加速数据结构(如Bounding Volume Hierarchy或kD-tree)需要花费大量的总时间来渲染一帧。我们提出了一种基于多层光线追踪算法(MLRTA)的两阶段算法,用于在这些树加速数据结构中寻找深度入口点,以加快遍历速度。我们将此算法与基本MLRTA实现进行比较。我们的结果表明,寻找入口点和更深的入口点的时间全面减少。我们的实时光线追踪系统的整体性能显示,每秒帧数比分组追踪增加了36%,比MLRTA增加了18%。这种改进是基于算法的,因此适用于所有架构和实现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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