42 research outputs found
Interactive ray tracing of arbitrary implicits with SIMD interval arithmetic
Journal ArticleWe present a practical and efficient algorithm for interactively ray tracing arbitrary implicit surfaces. We use interval arithmetic (IA) both for robust root computation and guaranteed detection of topological features. In conjunction with ray tracing, this allows for rendering literally any programmable implicit function simply from its definition. Our method requires neither special hardware, nor preprocessing or storage of any data structure. Efficiency is achieved through SIMD optimization of both the interval arithmetic computation and coherent ray traversal algorithm, delivering interactive results even for complex implicit functions
Geometric and arithmetic culling methods for entire ray packets
technical reportRecent interactive ray tracing performance has been mainly derived from the use of ray packets. Larger ray packets allow for significant amortization of both computations and memory accesses; however, the majority of primitives are still intersected by each ray in a packet. This paper discusses several methods to cull entire ray packets against common primitives (box, triangle, and sphere) that allows an arbitrary number of rays to be tested by a single test. This provides cheap ?all miss? or ?all hit? tests and may substantially improve the performance of an interactive ray tracer. The paper surveys current methods, provides details on three particular approaches using interval arithmetic, bounding planes, and corner rays, describes how the respective bounding primitives can be easily and efficiently constructed, and points out the relation among the different fundamental concepts
Lazy visibility evaluation for exact soft shadows
International audienceThis report presents a novel approach to compute high quality and alias-free soft shadows using exact visibility computations. This work relies on a theoritical framework allowing to group lines according to the geometry they intersect. From this study, we derive a new algorithm encoding lazily the visibility from a polygon. Contrary to previous works on from-polygon visibility, our approach is very robust and straightforward to implement. We apply this algorithm to solve exactly and efficiently the visibility of an area light source from any point in a scene. As a consequence, results are not sensitive to noise, contrary to soft shadows methods based on area light source sampling. We demonstrate the reliability of our approach on different scenes and configurations
Visualisation interactive de grands bâtiments
Best paper awardNational audienceLes performances des algorithmes de lancer de rayons sont directement liées à la structure accélératrice utilisée. En ce qui concerne les environnements architecturaux, plusieurs travaux ont précédemment démontré que la structure accélératrice la plus efficace est la structure cellules-et-passages. Dans cet article, nous proposons une nouvelle structure accélératrice qui consiste en une extension des structures cellules-et-passages classiques par une description topologique complète de la scène. La structure de données est décrite par un graphe dont le parcours, utilisant l'ensemble des propriétés topologiques de notre modèle, est particulièrement simple et rapide. Nous montrons dans cet article que notre structure permet un rendu interactif même pour de grands bâtiments composés de plusieurs centaines de pièces meublées en prenant en compte l'éclairage direct de plusieurs milliers de sources lumineuses ponctuelles
Fast Ray Tracing Techniques
In the past, ray tracing has been used widely in offline rendering applications since it provided the ability to better capture high quality secondary effects such as reflection, refraction and shadows. Such effects are difficult to produce in a robust, high quality fashion with traditional, real-time rasterization algorithms. Motivated to bring the advantages to ray tracing to real-time applications, researchers have developed better and more efficient algorithms that leverage the current generation of fast, parallel CPU hardware within the past few years. This thesis provides the implementation and design details of a high performance ray tracing solution called ``RTTest'' for standard, desktop CPUs. Background information on various algorithms and acceleration structures are first discussed followed by an introduction to novel techniques used to better accelerate current, core ray tracing techniques. Techniques such as Omni-Directional Packets, Cone Proxy Traversal and Multiple Frustum Traversal are proposed and benchmarked using standard ray tracing scenes. Also, a novel soft shadowing algorithm called Edge Width Soft Shadows is proposed which achieves performance comparable to a single sampled hard shadow approach targeted at real time applications such as games. Finally, additional information on the memory layout, rendering pipeline, shader system and code level optimizations of RTTest are also discussed
Interactive isosurface ray tracing of large octree volumes
Journal ArticleWe present a technique for ray tracing isosurfaces of large compressed structured volumes. Data is first converted into a losslesscompression octree representation that occupies a fraction of the original memory footprint. An isosurface is then dynamically rendered by tracing rays through a min/max hierarchy inside interior octree nodes. By embedding the acceleration tree and scalar data in a single structure and employing optimized octree hash schemes, we achieve competitive frame rates on common multicore architectures, and render large time-variant data that could not otherwise be accomodated
Faster Ray Tracing through Hierarchy Cut Code
We propose a novel ray reordering technique to accelerate the ray tracing
process by encoding and sorting rays prior to traversal. Instead of spatial
coordinates, our method encodes rays according to the cuts of the hierarchical
acceleration structure, which is called the hierarchy cut code. This approach
can better adapt to the acceleration structure and obtain a more reliable
encoding result. We also propose a compression scheme to decrease the sorting
overhead by a shorter sorting key. In addition, based on the phenomenon of
boundary drift, we theoretically explain the reason why existing reordering
methods cannot achieve better performance by using longer sorting keys. The
experiment demonstrates that our method can accelerate secondary ray tracing by
up to 1.81 times, outperforming the existing methods. Such result proves the
effectiveness of hierarchy cut code, and indicate that the reordering technique
can achieve greater performance improvement, which worth further research
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Generic implementation of CAD models for nuclear simulation
The goal of this project is to utilize the preexisting framework of GADRAS to simulate the radiation leakage from arbitrary CAD models without sacrificing speed or accuracy. The proposed solution is to use STL files to define models. Then, a three-dimension binning structure is created to contain all the elements of the file. This results in preservation of speed, without adding higher performance hardware requirements. Finally, the discretization is performed using a three-dimension framework to utilize GADRAS’ refinement algorithm. The combination of these two enhancements results in an absolute error within 10% for standard conditions, and 20% for edge case conditions. The addition of arbitrary models will simplify the modeling process for complex shapes, allow for more flexible models, and allow for creation of models that are simply impossible in the current framework.Mechanical Engineerin
Implicit Object Space Partitioning: The No-Memory BVH
We present a new ray tracing algorithm that requires no explicit acceleration data structure and therefore no memory. It is represented in a completely implicit way by triangle reordering. This new implicit data structure is simple to build, efficient to traverse and has a fast total time to image. The implicit acceleration data structure must be constructed only once and can be reused for arbitrary numbers of rays or ray batches without the need to rebuild the hierarchy. Due to the fast build times it is very well suitable for dynamic and animated scenes. We compare it to classic acceleration data structures, like a Bounding Volume Hierarchy, and analyze its effciency