{"title":"使用体积遮挡器和修改的kd-tree遍历加速阴影射线","authors":"Peter Djeu, S. Keely, W. Hunt","doi":"10.1145/1572769.1572781","DOIUrl":null,"url":null,"abstract":"Monte Carlo ray tracing remains a simple and elegant method for generating robust shadows. This approach, however, is often hampered by the time needed to evaluate the numerous shadow ray queries required to generate a high-quality image. We propose the use of volumetric occluders stored within a kd-tree in order to accelerate shadow rays cast on a closed, watertight mesh. Intersection with a volumetric occluder is much cheaper than intersection with mesh geometry, although performing these intersections requires modification to the traversal order through the kd-tree. We propose two such modifications, both of which enable the use of volumetric occluders for cheap shadow ray termination. We also propose using a software-managed cache to store and reuse volumetric occluders for even earlier termination. Our approach provides a performance improvement of up to 2.0x for our test scenes while producing images identical to those produced by the unaccelerated baseline.","PeriodicalId":163044,"journal":{"name":"Proceedings of the Conference on High Performance Graphics 2009","volume":"3 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"10","resultStr":"{\"title\":\"Accelerating shadow rays using volumetric occluders and modified kd-tree traversal\",\"authors\":\"Peter Djeu, S. Keely, W. Hunt\",\"doi\":\"10.1145/1572769.1572781\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Monte Carlo ray tracing remains a simple and elegant method for generating robust shadows. This approach, however, is often hampered by the time needed to evaluate the numerous shadow ray queries required to generate a high-quality image. We propose the use of volumetric occluders stored within a kd-tree in order to accelerate shadow rays cast on a closed, watertight mesh. Intersection with a volumetric occluder is much cheaper than intersection with mesh geometry, although performing these intersections requires modification to the traversal order through the kd-tree. We propose two such modifications, both of which enable the use of volumetric occluders for cheap shadow ray termination. We also propose using a software-managed cache to store and reuse volumetric occluders for even earlier termination. Our approach provides a performance improvement of up to 2.0x for our test scenes while producing images identical to those produced by the unaccelerated baseline.\",\"PeriodicalId\":163044,\"journal\":{\"name\":\"Proceedings of the Conference on High Performance Graphics 2009\",\"volume\":\"3 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-08-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"10\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the Conference on High Performance Graphics 2009\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1572769.1572781\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the Conference on High Performance Graphics 2009","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1572769.1572781","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Accelerating shadow rays using volumetric occluders and modified kd-tree traversal
Monte Carlo ray tracing remains a simple and elegant method for generating robust shadows. This approach, however, is often hampered by the time needed to evaluate the numerous shadow ray queries required to generate a high-quality image. We propose the use of volumetric occluders stored within a kd-tree in order to accelerate shadow rays cast on a closed, watertight mesh. Intersection with a volumetric occluder is much cheaper than intersection with mesh geometry, although performing these intersections requires modification to the traversal order through the kd-tree. We propose two such modifications, both of which enable the use of volumetric occluders for cheap shadow ray termination. We also propose using a software-managed cache to store and reuse volumetric occluders for even earlier termination. Our approach provides a performance improvement of up to 2.0x for our test scenes while producing images identical to those produced by the unaccelerated baseline.