403 research outputs found

    Interactive ray tracing of massive and deformable models

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    Ray tracing is a fundamental algorithm used for many applications such as computer graphics, geometric simulation, collision detection and line-of-sight computation. Even though the performance of ray tracing algorithms scales with the model complexity, the high memory requirements and the use of static hierarchical structures pose problems with massive models and dynamic data-sets. We present several approaches to address these problems based on new acceleration structures and traversal algorithms. We introduce a compact representation for storing the model and hierarchy while ray tracing triangle meshes that can reduce the memory footprint by up to 80%, while maintaining high performance. As a result, can ray trace massive models with hundreds of millions of triangles on workstations with a few gigabytes of memory. We also show how to use bounding volume hierarchies for ray tracing complex models with interactive performance. In order to handle dynamic scenes, we use refitting algorithms and also present highly-parallel GPU-based algorithms to reconstruct the hierarchies. In practice, our method can construct hierarchies for models with hundreds of thousands of triangles at interactive speeds. Finally, we demonstrate several applications that are enabled by these algorithms. Using deformable BVH and fast data parallel techniques, we introduce a geometric sound propagation algorithm that can run on complex deformable scenes interactively and orders of magnitude faster than comparable previous approaches. In addition, we also use these hierarchical algorithms for fast collision detection between deformable models and GPU rendering of shadows on massive models by employing our compact representations for hybrid ray tracing and rasterization

    GPU Cost Estimation for Load Balancing in Parallel Ray Tracing

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    Interactive ray tracing has seen enormous progress in recent years. However, advanced rendering techniques requiring many million rays per second are still not feasible at interactive speed, and are only possible by means of highly parallel ray tracing. When using compute clusters, good load balancing is crucial in order to fully exploit the available computational power, and to not suffer from the overhead involved by synchronization barriers. In this paper, we present a novel GPU method to compute a costmap: a per-pixel cost estimate of the ray tracing rendering process. We show that the cost map is a powerful tool to improve load balancing in parallel ray tracing, and it can be used for adaptive task partitioning and enhanced dynamic load balancing. Its effectiveness has been proven in a parallel ray tracer implementation tailored for a cluster of workstations

    Ray tracing of dynamic scenes

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    In the last decade ray tracing performance reached interactive frame rates for nontrivial scenes, which roused the desire to also ray trace dynamic scenes. Changing the geometry of a scene, however, invalidates the precomputed auxiliary data-structures needed to accelerate ray tracing. In this thesis we review and discuss several approaches to deal with the challenge of ray tracing dynamic scenes. In particular we present the motion decomposition approach that avoids the invalidation of acceleration structures due to changing geometry. To this end, the animated scene is analyzed in a preprocessing step to split it into coherently moving parts. Because the relative movement of the primitives within each part is small it can be handled by special, pre-built kd-trees. Motion decomposition enables ray tracing of predefined animations and skinned meshed at interactive frame rates. Our second main contribution is the streamed binning approach. It approximates the evaluation of the cost function that governs the construction of optimized kd-trees and BVHs. As a result, construction speed especially for BVHs can be increased by one order of magnitude while still maintaining their high quality for ray tracing.Im letzten Jahrzehnt wurden interaktive Bildwiederholraten bei dem Raytracen von nicht trivialen Szenen erreicht. Dies hat den Wunsch geweckt, auch sich verändernde Szenen mit Raytracing darstellen zu können. Allerdings werden die vorberechneten Datenstrukturen, welche für die Beschleunigung von Raytracing gebraucht werden, durch Veränderungen an der Geometrie einer Szene unbrauchbar gemacht. In dieser Dissertation untersuchen und diskutieren wir mehrere Lösungsansätze für das Problem der Darstellung von sich verändernden Szenen mittels Raytracings. Insbesondere stellen wir den Motion Decomposition Ansatz vor, welcher die bisher nötige Neuberechnung der Beschleunigungsdatenstrukturen aufgrund von Geometrieänderungen zu einem großen Teil vermeidet. Dazu wird in einem Vorberechnungsschritt die animierte Szene untersucht und diese in sich ähnlich bewegende Teile zerlegt. Da dadurch die relative Bewegung der Primitiven der Teilszenen zueinander sehr klein ist kann sie durch spezielle, vorberechnete kd-Bäume toleriert werden. Motion Decomposition ermöglicht das Raytracen von vordefinierte Animationen und Skinned Meshes mit interaktiven Bildwiederholraten. Unser zweiten Hauptbeitrag ist der Streamed Binning Ansatz. Dabei wird die Kostenfunktion, welche die Konstruktion von für Raytracing optimierten kd-Bäumen und BVHs steuert, näherungsweise ausgewertet, wobei deren Qualität kaum beeinträchtigt wird. Im Ergebnis wird insbesondere die Zeit für den Aufbau von BVHs um eine Größenordnung reduziert

    Realtime ray tracing on current CPU architectures

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    In computer graphics, ray tracing has become a powerful tool for generating realistically looking images. Even though ray tracing offers high flexibility, a logarithmic scalability in scene complexity, and is known to be efficiently parallelizable, its demand for compute power has in the past lead to its limitation to high-quality off-line rendering. This thesis focuses on the question of how realtime ray tracing can be realized on current processor architectures. To this end, it provides a detailed analysis of the weaknesses and strengths of current processor architectures, for the purpose of allowing for highly optimized implementation. The combination of processor-specific optimizations with algorithms that exploit the coherence of ray tracing, makes it possible to achieve realtime performance on a single CPU. Besides the optimization of the ray tracing algorithm itself, this thesis focuses on the efficient building of spatial index structures. By building these structures from scratch for every frame, interactive ray tracing of fully dynamic scenes becomes possible. Moreover, a parallelization framework for ray tracing is discussed that efficiently exploits the compute power of a cluster of commodity PCs. Finally, a global illumination algorithm is proposed that efficiently combines optimized ray tracing and the parallelization framework. The combination makes it possible to compute complete global illumination at interactive frame rates
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