Skip to main content
Log in

A fast ray tracing algorithm based on a hybrid structure

  • Published:
Multimedia Tools and Applications Aims and scope Submit manuscript

Abstract

This paper proposes a new group-based accelerating structure called hybrid structure for the ray tracing of dynamic scenes, whose main advantage is that we can choose a suitable local accelerating structure for each object in the scene. In the hybrid structure, the objects in the scene are organized into a hierarchical bounding volume structure by surface area heuristic (SAH) cost model with each object group node including only one object, and a local accelerating structure is constructed for each object. For a hybrid structure, a scene is divided into static part and dynamic part by the movement, and only dynamic part is updated in each frame. In addition, we design an efficient storage format according to the graphics processing unit (GPU) storage characteristics, which makes it easy to realize the parallel ray tracing on GPU. Experimental results show that the hybrid structure is efficient to deal with the dynamic scene including different kinds of objects, and it can be easily integrated into parallel application systems.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8
Fig. 9

Similar content being viewed by others

References

  1. Bikker J (2007) Real-time ray tracing through the eyes of a game developer. IEEE Symposium on Interactive Ray Tracing, 1–10

  2. Boulos S, Edwards D, Lacewell JD, Kniss J, Kautz J, Wald I, Shirley P (2007) Packet-based Whitted and distribution ray tracing. Graph Interface 177–184

  3. Eyiyurekli M and Breen DE (2011) Data structures for interactive high resolution level-set surface editing. Proceedings of Graphics Interface, 95–102

  4. Fan WS, Wang B (2009) A fast KD-Tree construction method by probing the optimal splitting plane heuristically. Chin J Comput 32(2):185–192

    Article  Google Scholar 

  5. Fujimoto A, Tanaka T, Iwata K (1986) Arts: accelerated ray-tracing system. Comput Graph Appl 6(4):16–26

    Article  Google Scholar 

  6. Garanzha K (2009) The use of precomputed triangle clusters for accelerated ray tracing in dynamic scenes. Comput Graph Forum 28(4):1199–1206

    Article  Google Scholar 

  7. Gilles C and Bbernard C (2007) Coupled use of BSP and BVH trees in order to exploit ray bundle performance. IEEE Sympsium on Interactive Ray Tracing, 63–71

  8. Glodsmith J, John S (1987) Automatic creation of object hierarchies for Ray tracing. IEEE Comput Graph Appl 7(5):14–20

    Article  Google Scholar 

  9. Guo P, Wang YL (2012) A multiple scattering in participating media for real time rendering. IEEE International Conference on Systems, Man, Cybernetics, 2259–2264

  10. Guo J, Xu XY, Pan JG (2011) Build Kd-Tree for virtual scenes in a fast and optimal way. ACTA Electron Sin 39(8):1811–1817

    Google Scholar 

  11. Hapala M, Havran V (2011) Review: Kd-tree traversal algorithms for Ray tracing. Comput Graph Forum 30:199–213

    Article  Google Scholar 

  12. Havran V (2001) Heuristic Ray Shooting Algorithms. PhD thesis, Faculty of Electrical Engineering, Czech Technical University in Prague

  13. Hou QM, Sun X, Zhou K, Lauterbach C, Memory-Scalable MD, GPU (2011) Spatial hierarchy construction. Trans Vis Comput Graph 17:466–474

    Article  Google Scholar 

  14. Hunt W, Mark W and Stoll G (2006) Fast kd-tree construction with an adaptive error-bounded heuristic. IEEE Symposium on Interactive Ray Tracing, 81–88

  15. Ize T, Wald I and Steven GP (2007) Asynchronous BVH construction for ray tracing dynamic scenes on parallel multi-core architectures. Proceedings of Eurographics Symposium on Parallel Graphics and Visualization, 101–108

  16. Kalojanov J and Slusallek P (2009) A Parallel Algorithm for Construction of Uniform Grids. Proceedings of High Performance Graphics, 1–6

  17. Kang YS, Nah JH, Park WC, Yang SB (2011) gkDtree: a group-based parallel update Kd-tree for interactive ray tracing. J Syst Archit 10:1–10

    MATH  Google Scholar 

  18. Lefebvre S, Hoppe H (2006) Perfect spatial hashing. ACM Trans Graph 25(3):579–588

    Article  Google Scholar 

  19. Lext J, Akenine-Moller T, (2001) Towards Rapid Reconstruction for Animated Ray Tracing. Proceedings of Eruographics, 311–318

  20. Li J, Wang WC, Wu EH (2009) Ray tracing of dynamic scenes by managing empty regions in adaptive boxes. Chin J Comput 32(6):1172–1182

    Article  MathSciNet  Google Scholar 

  21. Museth K (2013) VDB: High-resolution sparse volumes with dynamic topology. ACM Transactions on Graphics, 32(3), Article 27:1–22

  22. Popov S, Gunther J, Seidel H P and Slusallek P (2006) Experiences with streaming construction of SAH kd-tree. IEEE Symposium on Interactive Ray Tracing, 89–94

  23. Shevtsov M, Soupikov A, Kapustin A (2007) Highly parallel fast kd-tree construction for interactive ray tracing of dynamic scenes. Comput Graph Forum 26(3):395–404

    Article  Google Scholar 

  24. Shevtsov M, Soupikov A and Kapustin A (2007) Ray-triangle intersection algorithm for modern CPU arthitecture. Proceedings of Graphics and Computer

  25. Wachter C, Keller A (2006) Instant ray tracing: the bounding interval hierarchy. Proceedings of the Eurographics symposium on rendering, 139–49

  26. Wald I, Boulos S, Shirley P (2007) Ray tracing deformable scenes using dynamic bounding volume hierarchies. ACM Trans Graph 26(1):1–18

    Article  Google Scholar 

  27. Wald I, Ize T, Steven GP (2008) Fast, parallel and asynchronous construction of BVHs for ray tracing animated scenes. Comput Graph 32:3–13

    Article  Google Scholar 

  28. Wu ZF, Zhao FK and Liu XG (2011) SAH KD-Tree Construction on GPU. Proceeding of the ACM SIGGRAPH Symposium on High Performance Graphics. 71–78

  29. Zhou K, Hou QM, Wang R, Guo BN (2008) Real-time KD-tree construction on graphics hardware. ACM Trans Graph 27(5):1–11

    Article  Google Scholar 

  30. Zhou K, Ren Z, Lin S, Bao H J, Guo B N, Shum H Y (2008) Real-time smoke rendering using compensated ray marching. Proceedings of Computer Graphics, Article. 36:1–12

Download references

Acknowledgments

The research work described in this paper was fully supported by the grants from the National Natural Science Foundation of China (Project no. 61375045) and Beijing Natural Science Foundation (Project no. 4142030). Prof. Ping Guo is the author to whom all correspondence should be addressed.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ping Guo.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Wang, Y., Guo, P. & Duan, F. A fast ray tracing algorithm based on a hybrid structure. Multimed Tools Appl 75, 1883–1898 (2016). https://doi.org/10.1007/s11042-014-2378-3

Download citation

  • Received:

  • Revised:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s11042-014-2378-3

Keywords

Navigation