Ray Tracing Acceleration Techniques Approaches Faster Intersection N
- Slides: 24
Ray Tracing Acceleration Techniques Approaches Faster Intersection N Uniform grids Spatial hierarchies k-d, oct-tree, bsp hierarchical grids Hierarchical bounding volumes (HBV) CS 348 B Lecture 3 Fewer Rays Generalized Rays 1 Tighter bounds Faster intersector Early ray termination Adaptive sampling Beam tracing Cone tracing Pencil tracing Pat Hanrahan, Spring 2005
Primitives pbrt primitive base class n Shape n Material and emission (area light) Primitives n Basic geometric primitive n Primitive instance n n Transformation and pointer to basic primitive Aggregate (collection) n Treat collections just like basic primitives n Incorporate acceleration structures into collections n May nest accelerators of different types n Types: grid. cpp and kdtree. cpp CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Uniform Grids Preprocess scene 1. Find bounding box CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Uniform Grids Preprocess scene 1. Find bounding box 2. Determine resolution CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Uniform Grids Preprocess scene 1. Find bounding box 2. Determine resolution 2. Place object in cell, if object overlaps cell CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Uniform Grids Preprocess scene 1. Find bounding box 2. Determine resolution 3. Place object in cell, if object overlaps cell 4. Check that object intersects cell CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Uniform Grids Preprocess scene Traverse grid 3 D line – 3 D-DDA 6 -connected line Section 4. 3 CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Caveat: Overlap Optimize for objects that overlap multiple cells Traverse until tmin(cell) > tmax(ray) Problem: Redundant intersection tests: Solution: Mailboxes n Assign each ray an increasing number n Primitive intersection cache (mailbox) n Store last ray number tested in mailbox n Only intersect if ray number is greater CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Spatial Hierarchies A A Letters correspond to planes (A) Point Location by recursive search CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Spatial Hierarchies A B B A Letters correspond to planes (A, B) Point Location by recursive search CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Spatial Hierarchies A D B B C C D A Letters correspond to planes (A, B, C, D) Point Location by recursive search CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Variations kd-tree CS 348 B Lecture 3 oct-tree bsp-tree Pat Hanrahan, Spring 2005
Ray Traversal Algorithms Recursive inorder traversal [Kaplan, Arvo, Jansen] Intersect(L, tmin, tmax) Intersect(L, tmin, t*) Intersect(R, tmin, tmax) Intersect(R, t*, tmax) CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Build Hierarchy Top-Down ? CS 348 B Lecture 3 Choose splitting plane • Midpoint • Median cut • Surface area heuristic Pat Hanrahan, Spring 2005
Surface Area and Rays Number of rays in a given direction that hit an object is proportional to its projected area The total number of rays hitting an object is Crofton’s Theorem: For a convex body For example: sphere CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Surface Area and Rays The probability of a ray hitting a convex shape that is completely inside a convex cell equals CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Surface Area Heuristic Intersection time Traversal time a CS 348 B Lecture 3 b Pat Hanrahan, Spring 2005
Surface Area Heuristic 2 n splits a CS 348 B Lecture 3 b Pat Hanrahan, Spring 2005
Comparison V. Havran, Best Efficiency Scheme Project http: //sgi. felk. cvut. cz/BES/ CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Comparison CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Univ. Saarland RTRT Engine Ray-casts per second = FPS @ 1 K × 1 K RT&Shading Scene ERW 6 (static) ERW 6 (dynamic) Conf (static) Conf (dynamic) Soda Hall SSE No SSE no shd. 7. 1 4. 8 4. 55 simple shd. 2. 3 1. 97 1. 93 simple shd. 1. 37 1. 06 1. 2 2. 94 4. 12 1. 6 1. 8 0. 82 1. 055 Pentium-IV 2. 5 GHz laptop Kd-tree with surface-area heuristic [Havran] Wald et al. 2003 [http: //www. mpi-sb. mpg. de/~wald/] CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Interactive Ray Tracing Highly optimized software ray tracers n Use vector instructions; Cache optimized n Clusters and shared memory MPs Ray tracing hardware n AR 250/350 ray tracing processor www. art-render. com n Saar. COR Ray tracing on programmable GPUs CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Theoretical Nugget 1 Computational geometry of ray shooting 1. Triangles (Pellegrini) n Time: n Space: 2. Sphere (Guibas and Pellegrini) n Time: n Space: CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
Theoretical Nugget 2 Optical computer = Turing machine Reif, Tygar, Yoshida y = y+1 Determining if a ray starting at y 0 arrives y = -2*y at yn is undecidable if( y>0 ) CS 348 B Lecture 3 Pat Hanrahan, Spring 2005
- Ray tracing and ray casting
- Ray tracing lenses
- Dolphin ray tracing
- Recursive ray tracing
- Ray tracing convex lens
- Ray tracing actor
- Ray tracing soft shadows
- Albrecht dürer ray tracing
- Whitted ray tracer
- Hoetzlein origin
- Hybrid ray tracing
- Monte carlo path tracing
- Ray tracing vs radiosity
- Lens ray tracing
- Urmi ray
- Covexity
- Ray tracing c#
- Rasterization vs ray tracing
- Intersection of 3 planes
- Ray box intersection
- Ray box intersection
- Ray triangle intersection barycentric
- Centripetal acceleration tangential acceleration
- Angular vs linear velocity
- Is radial acceleration the same as centripetal acceleration