V. Havran, R. Herzog, H. Seidel, I. Wald, S. Parker
{"title":"On the Fast Construction of Spatial Hierarchies for Ray Tracing","authors":"V. Havran, R. Herzog, H. Seidel, I. Wald, S. Parker","doi":"10.1109/RT.2006.280217","DOIUrl":"https://doi.org/10.1109/RT.2006.280217","url":null,"abstract":"In this paper we address the problem of fast construction of spatial hierarchies for ray tracing with applications in animated environments including non-rigid animations. We discuss the properties of currently used techniques with O(N log N) construction time for kd-trees and bounding volume hierarchies. Further, we propose a hybrid data structure blending a spatial kd-tree with bounding volume primitives. We keep our novel hierarchical data structures algorithmically efficient and comparable with kd-trees by using a cost model based on surface area heuristics. Although the time complexity O(N log N) is a lower bound required for construction of any spatial hierarchy that corresponds to sorting based on comparisons, using approximate method based on space discretization, we propose novel hierarchical data structures with an expected O(N log log N) time complexity. We also discuss constants behind the construction algorithms of spatial hierarchies important in practice. We have documented the performance of our algorithms by results obtained from implementation on nine scenes","PeriodicalId":158017,"journal":{"name":"2006 IEEE Symposium on Interactive Ray Tracing","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133734034","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Global Importance Sampling of Glossy Surfaces Using the Photon Map","authors":"J. Steinhurst, A. Lastra","doi":"10.1109/RT.2006.280224","DOIUrl":"https://doi.org/10.1109/RT.2006.280224","url":null,"abstract":"Importance sampling reduces the variance of Monte Carlo integration by focusing effort on the directions that contribute the most energy to the result. In this paper we present a computationally efficient global importance-sampling strategy. Final gather rays are generated in proportion to the product of all three factors of the rendering equation integrand: surface reflectance, incident radiance, and the cosine term. By focusing effort on those directions that contribute the most energy to the result, the variance is greatly reduced. To be suitable for an interactive system, the computational cost of generating samples and their associated probabilities must be low. Our method requires neither that the surface reflectance function be invertible, nor that an expensive calculation be performed after ray selection to evaluate the p.d.f. Building on Henrik Jensen's work, we use a photon map to estimate incident radiance. In this paper, we also use the photon map to render the final image. We compare our method to previous methods and conclude that our technique exhibits competitive variance reduction while requiring one fiftieth of the computation","PeriodicalId":158017,"journal":{"name":"2006 IEEE Symposium on Interactive Ray Tracing","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116145945","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Per H. Christensen, Julian Fong, D. Laur, Dana Batali
{"title":"Ray Tracing for the Movie `Cars'","authors":"Per H. Christensen, Julian Fong, D. Laur, Dana Batali","doi":"10.1109/RT.2006.280208","DOIUrl":"https://doi.org/10.1109/RT.2006.280208","url":null,"abstract":"This paper describes how we extended Pixar's RenderMan renderer with ray tracing abilities. In order to ray trace highly complex scenes we use multiresolution geometry and texture caches, and use ray differentials to determine the appropriate resolution. With this method we are able to efficiently ray trace scenes with much more geometry and texture data than there is main memory. Movie-quality rendering of scenes of such complexity had only previously been possible with pure scanline rendering algorithms. Adding ray tracing to the renderer enables many additional effects such as accurate reflections, detailed shadows, and ambient occlusion. The ray tracing functionality has been used in many recent movies, including Pixar's latest movie `Cars'. This paper also describes some of the practical ray tracing issues from the production of `Cars'","PeriodicalId":158017,"journal":{"name":"2006 IEEE Symposium on Interactive Ray Tracing","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126664501","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
S. Popov, Johannes Günther, H. Seidel, P. Slusallek
{"title":"Experiences with Streaming Construction of SAH KD-Trees","authors":"S. Popov, Johannes Günther, H. Seidel, P. Slusallek","doi":"10.1109/RT.2006.280219","DOIUrl":"https://doi.org/10.1109/RT.2006.280219","url":null,"abstract":"A major reason for the recent advancements in ray tracing performance is the use of optimized acceleration structures, namely kd-trees based on the surface area heuristic (SAH). Though algorithms exist to build these search trees in O(n log n), the construction times for larger scenes are still high and do not allow for rebuilding the kd-tree every frame to support dynamic changes. In this paper we propose modifications to previous kd-tree construction algorithms that significantly increase the coherence of memory accesses during construction of the kd-tree. Additionally we provide theoretical and practical results regarding conservatively sub-sampling of the SAH cost function","PeriodicalId":158017,"journal":{"name":"2006 IEEE Symposium on Interactive Ray Tracing","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134190166","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Carsten Benthin, I. Wald, M. Scherbaum, Heiko Friedrich
{"title":"Ray Tracing on the Cell Processor","authors":"Carsten Benthin, I. Wald, M. Scherbaum, Heiko Friedrich","doi":"10.1109/RT.2006.280210","DOIUrl":"https://doi.org/10.1109/RT.2006.280210","url":null,"abstract":"Over the last three decades, higher CPU performance has been achieved almost exclusively by raising the CPU's clock rate. Today, the resulting power consumption and heat dissipation threaten to end this trend, and CPU designers are looking for alternative ways of providing more compute power. In particular, they are looking towards three concepts: a streaming compute model, vector-like SIMD units, and multi-core architectures. One particular example of such an architecture is the cell broadband engine architecture (CBEA), a multi-core processor that offers a raw compute power of up to 200 GFlops per 3.2 GHz chip. The cell bears a huge potential for compute-intensive applications like ray tracing, but also requires addressing the challenges caused by this processor's unconventional architecture. In this paper, we describe an implementation of realtime ray tracing on a cell. Using a combination of low-level optimized kernel routines, a streaming software architecture, explicit caching, and a virtual software-hyperthreading approach to hide DMA latencies, we achieve for a single cell a pure ray tracing performance of nearly one order of magnitude over that achieved by a commodity CPU","PeriodicalId":158017,"journal":{"name":"2006 IEEE Symposium on Interactive Ray Tracing","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129887035","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Fast kd-tree Construction with an Adaptive Error-Bounded Heuristic","authors":"W. Hunt, W. Mark, Gordon Stoll","doi":"10.1109/RT.2006.280218","DOIUrl":"https://doi.org/10.1109/RT.2006.280218","url":null,"abstract":"Construction of effective acceleration structures for ray tracing is a well studied problem. The highest quality acceleration structures are generally agreed to be those built using greedy cost optimization based on a surface area heuristic (SAH). This technique is most often applied to the construction of kd-trees, as in this work, but is equally applicable to the construction of other hierarchical acceleration structures. Unfortunately, SAH-optimized data structure construction has previously been too slow to allow per-frame rebuilding for interactive ray tracing of dynamic scenes, leading to the use of lower-quality acceleration structures for this application. The goal of this paper is to demonstrate that high-quality SAH based acceleration structures can be constructed quickly enough to make them a viable option for interactive ray tracing of dynamic scenes. We present a scanning-based algorithm for choosing kd-tree split planes that are close to optimal with respect to the SAH criteria. Our approach approximates the SAH cost function across the spatial domain with a piecewise quadratic function with bounded error and picks minima from this approximation. This algorithm takes full advantage of SIMD operations (e.g., SSE) and has favorable memory access patterns. In practice this algorithm is faster than sorting-based SAH build algorithms with the same asymptotic time complexity, and is competitive with non-SAH build algorithms which produce lower-quality trees. The resulting trees are almost as good as those produced by a sorting-based SAH builder as measured by ray tracing time. For a test scene with 180 k polygons our system builds a high-quality kd-tree in 0.26 seconds that only degrades ray tracing time by 3.6% compared to a full quality tree","PeriodicalId":158017,"journal":{"name":"2006 IEEE Symposium on Interactive Ray Tracing","volume":"138 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134523296","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
I. Wald, Andreas Dietrich, Carsten Benthin, A. Efremov, Tim Dahmen, Johannes Günther, V. Havran, H. Seidel, P. Slusallek
{"title":"Applying Ray Tracing for Virtual Reality and Industrial Design","authors":"I. Wald, Andreas Dietrich, Carsten Benthin, A. Efremov, Tim Dahmen, Johannes Günther, V. Havran, H. Seidel, P. Slusallek","doi":"10.1109/RT.2006.280229","DOIUrl":"https://doi.org/10.1109/RT.2006.280229","url":null,"abstract":"Computer aided design (CAD) and virtual reality (VR) are becoming increasingly important tools for industrial design applications. Unfortunately, there is a huge and growing gap between what data CAD engineers are working on, what rendering quality is needed by designers and executives to faithfully judge a design variant, and what rendering capabilities are offered by commonly available VR frameworks. In particular, existing VR systems cannot currently cope with the accuracy demanded by CAD engineers, nor can they deliver the photo-realistic rendering quality and reliability required by designers and decision makers. In this paper, we describe a ray tracing based virtual reality framework that closes these gaps. In particular, the proposed system supports direct ray tracing of trimmed freeform surfaces even for complex models of thousands of patches, allows for accurately simulating reflections and refraction for glass and car paint effects, offers support for direct integration of measured materials via bidirectional texture functions and even allows for soft environmental lighting from high dynamic range environment maps. All of these effects can be delivered interactively and are demonstrated on a real-world industrial model, a complete Mercedes C-Class car","PeriodicalId":158017,"journal":{"name":"2006 IEEE Symposium on Interactive Ray Tracing","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129363358","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Optimizing Ray-Triangle Intersection via Automated Search","authors":"A. Kensler, Peter Shirley","doi":"10.1109/RT.2006.280212","DOIUrl":"https://doi.org/10.1109/RT.2006.280212","url":null,"abstract":"In this paper, we examine existing direct 3D ray-triangle intersection tests (i.e., those that do not first do a ray-plane test followed by a 2D test) for ray tracing triangles and show how the majority of them are mathematically equivalent. We then use these equivalencies to attempt faster intersection tests for single rays, ray packets with common origins, and general ray packets. We use two approaches, the first of which counts operations, and the second of which uses benchmarking on various processors as the fitness function of an optimization procedure. Finally, the operation-counting method is used to further optimize the code produced via the fitness function","PeriodicalId":158017,"journal":{"name":"2006 IEEE Symposium on Interactive Ray Tracing","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131136793","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Incremental Raycasting of Piecewise Quadratic Surfaces on the GPU","authors":"Carsten Stoll, S. Gumhold, H. Seidel","doi":"10.1109/RT.2006.280225","DOIUrl":"https://doi.org/10.1109/RT.2006.280225","url":null,"abstract":"To overcome the limitations of triangle and point based surfaces several authors have recently investigated surface representations that are based on higher order primitives. Among these are MPU, SLIM surfaces, dynamic skin surfaces and higher order iso-surfaces. Up to now these representations were not suitable for interactive applications because of the lack of an efficient rendering algorithm. In this paper we close this gap for implicit surface representations of degree two by developing highly optimized GPU implementations of the raycasting algorithm. We investigate techniques for fast incremental raycasting and cover per fragment and per quadric backface culling. We apply the approaches to the rendering of SLIM surfaces, quadratic iso-surfaces over tetrahedral meshes and bilinear quadrilaterals. Compared to triangle based surface approximations of similar geometric error we achieve only slightly lower frame rates but with much higher visual quality due to the quadratic approximation power of the underlying surfaces","PeriodicalId":158017,"journal":{"name":"2006 IEEE Symposium on Interactive Ray Tracing","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130606862","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Thiago Ize, Ingo Wald, Chelsea Robertson, Steven G. Parker
{"title":"An Evaluation of Parallel Grid Construction for Ray Tracing Dynamic Scenes","authors":"Thiago Ize, Ingo Wald, Chelsea Robertson, Steven G. Parker","doi":"10.1109/RT.2006.280214","DOIUrl":"https://doi.org/10.1109/RT.2006.280214","url":null,"abstract":"We describe and analyze several ways to parallelize the rebuild of a grid acceleration structure used for interactive ray tracing of dynamic scenes. While doing so, we also analyze memory system performance on a multi-core multi-processor system. In particular, we present a scalable sort-middle approach that uses a minimum amount of synchronization, scales to many CPUs, and becomes performance limited only by memory bandwidth. This algorithm is capable of rebuilding grids within a fraction of a second, enabling interactive ray tracing of large multi-million triangle scenes","PeriodicalId":158017,"journal":{"name":"2006 IEEE Symposium on Interactive Ray Tracing","volume":"209 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132704682","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}