Reconstructing Bounding Volume Hierarchies from Memory Traces of Ray Tracers

Max von Bülow, Tobias Stensbeck, V. Knauthe, S. Guthe, D. Fellner
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引用次数: 0

Abstract

The ongoing race to improve computer graphics leads to more complex GPU hardware and ray tracing techniques whose internal functionality is sometimes hidden to the user. Bounding volume hierarchies and their construction are an important performance aspect of such ray tracing implementations. We propose a novel approach that utilizes binary instrumentation to collect memory traces and then uses them to extract the bounding volume hierarchy (BVH) by analyzing access patters. Our reconstruction allows combining memory traces captured from multiple ray tracing views independently, increasing the reconstruction result. It reaches accuracies of 30% to 45% when comparing against the ground-truth BVH used for ray tracing a single view on a simple scene with one object. With multiple views it is even possible to reconstruct the whole BVH, while we already achieve 98% with just seven views. Because our approach is largely independent of the data structures used in-ternally, these accurate reconstructions serve as a first step into estimation of unknown construction techniques of ray tracing implementations.
从光线追踪器的记忆轨迹重建边界体层次结构
不断改进计算机图形的竞赛导致了更复杂的GPU硬件和光线追踪技术,其内部功能有时对用户是隐藏的。边界体层次结构及其构造是此类光线跟踪实现的重要性能方面。我们提出了一种新的方法,利用二进制检测来收集内存轨迹,然后通过分析访问模式来提取边界卷层次结构(BVH)。我们的重建允许将从多个光线追踪视图捕获的记忆轨迹独立地组合在一起,从而提高重建结果。与用于单一物体的简单场景单视图光线追踪的ground-truth BVH相比,它的精度达到30%至45%。通过多个视图甚至可以重建整个BVH,而我们已经通过7个视图实现了98%的重建。由于我们的方法在很大程度上独立于内部使用的数据结构,因此这些精确的重建可以作为估计光线追踪实现的未知构建技术的第一步。
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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