Multi-level ray tracing algorithm

A. Reshetov, A. Soupikov, Jim Hurley
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引用次数: 309

Abstract

We propose new approaches to ray tracing that greatly reduce the required number of operations while strictly preserving the geometrical correctness of the solution. A hierarchical "beam" structure serves as a proxy for a collection of rays. It is tested against a kd-tree representing the overall scene in order to discard from consideration the sub-set of the kd-tree (and hence the scene) that is guaranteed not to intersect with any possible ray inside the beam. This allows for all the rays inside the beam to start traversing the tree from some node deep inside thus eliminating unnecessary operations. The original beam can be further sub-divided, and we can either continue looking for new optimal entry points for the sub-beams, or we can decompose the beam into individual rays. This is a hierarchical process that can be adapted to the geometrical complexity of a particular view direction allowing for efficient geometric anti-aliasing. By amortizing the cost of partially traversing the tree for all the rays in a beam, up to an order of magnitude performance improvement can be achieved enabling interactivity for complex scenes on ordinary desktop machines.
多层次光线追踪算法
我们提出了新的光线追踪方法,大大减少了所需的操作数量,同时严格保持了解决方案的几何正确性。分层的“光束”结构充当了射线集合的代理。它针对代表整个场景的kd-tree进行测试,以便从考虑kd-tree的子集(以及场景)中丢弃保证不与光束内任何可能的光线相交的子集。这允许光束内部的所有光线从树的某个节点开始遍历树,从而消除不必要的操作。原始光束可以进一步细分,我们可以继续为子光束寻找新的最佳入口点,或者我们可以将光束分解成单独的射线。这是一个分层过程,可以适应特定视图方向的几何复杂性,从而实现有效的几何抗混叠。通过平摊光束中所有光线部分遍历树的成本,可以实现一个数量级的性能改进,从而在普通桌面机器上实现复杂场景的交互性。
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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