Locally-Adaptive Level-of-Detail for Hardware-Accelerated Ray Tracing

Jacob Haydel, Cem Yuksel, Larry Seiler
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Abstract

We introduce an adaptive level-of-detail technique for ray tracing triangle meshes that aims to reduce the memory bandwidth used during ray traversal, which can be the bottleneck for rendering time with large scenes and the primary consumer of energy. We propose a specific data structure for hierarchically representing triangle meshes, allowing localized decisions for the desired mesh resolution per ray. Starting with the lowest-resolution triangle mesh level, higher-resolution levels are generated by tessellating each triangle into four via splitting its edges with arbitrarily-placed vertices. We fit the resulting mesh hierarchy into a specialized acceleration structure to perform on-the-fly tessellation level selection during ray traversal. Our structure reduces both storage cost and data movement during rendering, which are the main consumers of energy. It also allows continuous transitions between detail levels, while locally adjusting the mesh resolution per ray and preserving watertightness. We present how this structure can be used with both primary and secondary rays for reflections and shadows, which can intersect with different tessellation levels, providing consistent results. We also propose specific hardware units to cover the cost of additional compute needed for level-of-detail operations. We evaluate our method using a cycle-accurate simulation of a custom ray tracing hardware architecture. Our results show that, as compared to traditional bounding volume hierarchies, our method can provide more than an order of magnitude reduction in energy use and render time, given sufficient computational resources.
硬件加速光线追踪的局部自适应细节级别
我们引入了一种自适应的细节级技术,用于光线跟踪三角形网格,旨在减少光线遍历期间使用的内存带宽,这可能是大场景渲染时间的瓶颈和主要的能量消耗。我们提出了一种特定的数据结构,用于分层表示三角形网格,允许对每个光线所需的网格分辨率进行本地化决策。从最低分辨率的三角形网格级别开始,通过将每个三角形的边缘与任意放置的顶点分开,将每个三角形细分为四个,从而生成更高分辨率的级别。我们将生成的网格层次结构拟合到一个专门的加速结构中,以便在光线遍历期间执行实时镶嵌水平选择。我们的结构降低了渲染过程中的存储成本和数据移动,这是主要的能源消耗者。它还允许在细节级别之间连续转换,同时局部调整每个光线的网格分辨率并保持水密性。我们展示了这种结构如何与反射和阴影的主要和次要光线一起使用,它们可以与不同的镶嵌水平相交,从而提供一致的结果。我们还建议使用特定的硬件单元来支付细节级操作所需的额外计算成本。我们使用自定义光线跟踪硬件架构的周期精确模拟来评估我们的方法。我们的研究结果表明,与传统的边界体层次结构相比,在给定足够的计算资源的情况下,我们的方法可以在能源使用和渲染时间上减少一个数量级以上。
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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