{"title":"Accelerated entry point search algorithm for real-time ray-tracing","authors":"Colin Fowler, S. Collins, M. Manzke","doi":"10.1145/1980462.1980476","DOIUrl":null,"url":null,"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.","PeriodicalId":235681,"journal":{"name":"Spring conference on Computer graphics","volume":"25 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Spring conference on Computer graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1980462.1980476","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.