使用硬件光线跟踪和块行走的稀疏体渲染

Mehmet Oguz Derin, T. Harada, Yusuke Takeda, Yasuhiro Iba
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引用次数: 1

摘要

提出了一种利用光线追踪硬件高效渲染稀疏体数据的方法。为了实现这一点,我们引入了一种新的数据结构、遍历算法和密度编码,允许带注释的BVH表示。为了避免API调用光线跟踪硬件降低渲染效率,我们提出了块遍历,利用对内容布局的了解,将相邻节点的信息存储在每个BVH节点对应的字段中。这样做使我们能够更有效地遍历树,而无需重复访问由驾驶员维护的空间加速结构。我们证明了我们的方法在内存开销很小的情况下实现了更高的性能和可扩展性,实现了体积数据的交互式呈现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Sparse Volume Rendering using Hardware Ray Tracing and Block Walking
We propose a method to render sparse volumetric data using ray-tracing hardware efficiently. To realize this, we introduce a novel data structure, traversal algorithm, and density encoding that allows for an annotated BVH representation. In order to avoid API calls to ray tracing hardware which reduces the efficiency in the rendering, we propose the block walking for which we store information about adjacent nodes in each BVH node’s corresponding field, taking advantage of the knowledge of the content layout. Doing so enables us to traverse the tree more efficiently without repeatedly accessing the spatial acceleration structure maintained by the driver. We demonstrate that our method achieves higher performance and scalability with little memory overhead, enabling interactive rendering of volumetric data.
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