基于自适应误差有界启发式的快速kd树构造

W. Hunt, W. Mark, Gordon Stoll
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引用次数: 135

摘要

构建有效的射线追踪加速结构是一个研究得很好的问题。通常认为,采用基于表面积启发式(SAH)的贪心成本优化方法构建的加速度结构是质量最高的。这种技术最常用于构建kd树,就像在这项工作中一样,但同样适用于构建其他分层加速结构。不幸的是,sah优化的数据结构构建之前太慢,无法为动态场景的交互式光线跟踪进行逐帧重建,导致该应用程序使用质量较低的加速结构。本文的目标是证明基于SAH的高质量加速结构可以足够快地构建,使其成为动态场景交互式光线跟踪的可行选择。我们提出了一种基于扫描的算法,用于选择相对于SAH标准接近最优的kd树分割平面。我们的方法用一个误差有界的分段二次函数在整个空间域近似SAH代价函数,并从这个近似中选取最小值。该算法充分利用了SIMD操作(例如SSE),并具有良好的内存访问模式。在实践中,在相同的渐近时间复杂度下,该算法比基于排序的SAH构建算法更快,并且与产生较低质量树的非SAH构建算法竞争。所得到的树几乎与通过光线跟踪时间测量的基于排序的SAH构建器产生的树一样好。对于具有18k个多边形的测试场景,我们的系统在0.26秒内构建了一个高质量的kd树,与全质量树相比,仅降低了3.6%的光线跟踪时间
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Fast kd-tree Construction with an Adaptive Error-Bounded Heuristic
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
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