skip to main content
article

Multi-level ray tracing algorithm

Published:01 July 2005Publication History
Skip Abstract Section

Abstract

We propose new approaches to ray tracing that greatly reduce the required number of operations while strictly preserving the geometrical correctness of the solution. A hierarchical "beam" structure serves as a proxy for a collection of rays. It is tested against a kd-tree representing the overall scene in order to discard from consideration the sub-set of the kd-tree (and hence the scene) that is guaranteed not to intersect with any possible ray inside the beam. This allows for all the rays inside the beam to start traversing the tree from some node deep inside thus eliminating unnecessary operations. The original beam can be further sub-divided, and we can either continue looking for new optimal entry points for the sub-beams, or we can decompose the beam into individual rays. This is a hierarchical process that can be adapted to the geometrical complexity of a particular view direction allowing for efficient geometric anti-aliasing. By amortizing the cost of partially traversing the tree for all the rays in a beam, up to an order of magnitude performance improvement can be achieved enabling interactivity for complex scenes on ordinary desktop machines.

Skip Supplemental Material Section

Supplemental Material

pps093.mp4

mp4

43.1 MB

References

  1. Amanatides, J. 1984. Ray Tracing with Cones, In Computer Graphics (Proceedings of ACM SIGGRAPH 84), 18, 4, ACM, 129--135. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Amanatides, J. and Woo, A. 1987. A fast voxel traversal algorithm for ray tracing. Eurographics Conference Proceedings 1987, 3--10.Google ScholarGoogle Scholar
  3. Arvo, J. and Kirk, D. 1987. Fast Ray Tracing by Ray Classification, In Computer Graphics (Proceedings of ACM SIGGRAPH 87), 21, 4, ACM, 55--64. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Assarsson, U. and Möller, T. 2000. Optimized View Frustum Culling Algorithms for Bounding Boxes. Journal of Graphics Tools, 5, 9--22. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Benthin, C., Wald, I., and Slusallek, P. 2003. A Scalable Approach to Interactive Global Illumination, Computer Graphics Forum (Proceedings of Eurographics 2003), 22(3), 621--630. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Cho, F. S. and Forsyth, D. 1999. Interactive ray tracing with the visibility complex. Computers and Graphics (Special Issue on Visibility - Techniques and Applications), 23(5), 703--717.Google ScholarGoogle Scholar
  7. Davis, T. and Davis, E. 1999. Exploiting frame coherence with the temporal depth buffer in a distributed computing environment, Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics, 29--38. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Dmitriev, K., Havran, V., and Seidel, H.-P. 2004. Faster Ray Tracing with SIMD Shaft Culling, Research Report, Max-Planck Institut Für Informatik, MPI-1-2004-4-006.Google ScholarGoogle Scholar
  9. Genetti, J., Gordon, D., and Williams, G. 1998. Adaptive Supersampling in Object Space Using Pyramidal Rays. Computer Graphics Forum, 16(1), 29--54.Google ScholarGoogle ScholarCross RefCross Ref
  10. Ghazanfarpour, D. and Hasenfratz, J-M. 1998. A Beam Tracing with Precise Antialiasing for Polyhedral Scenes. Computer & Graphics, 22(1), 103--115.Google ScholarGoogle ScholarCross RefCross Ref
  11. Glassner, A. 1984. Space Subdivision for Fast Ray Tracing. IEEE Computer Graphics & Applications, 4(10), 15--22.Google ScholarGoogle ScholarCross RefCross Ref
  12. Gritz, L., Apodaca, T., Quaroni, G., Bredow, R., Goldman, D., Landis, H., and Pharr, M. 2002. RenderMan in Production. ACM SIGGRAPH 2002 Course Notes, Course 16.Google ScholarGoogle Scholar
  13. Havran, V. and Bittner, J. 2000. LCTS: Ray Shooting using Longest Common Traversal Sequences, Computer Graphics Forum, 19(3), C59--C70.Google ScholarGoogle ScholarCross RefCross Ref
  14. Havran, V. 2000. Heuristic Ray Shooting Algorithms, Ph. D. Thesis, Czech Technical University.Google ScholarGoogle Scholar
  15. Havran, V., Bittner, J., and Seidel, H.-P. 2003. Rendering: Exploiting temporal coherence in ray casted walkthroughs, Proceedings of the 19th Spring Conference on Computer Graphics (SCCG 2003), 149--155. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Heckbert, P. and Hanrahan, P. 1984. Beam tracing polygonal objects. In Computer Graphics (Proceedings of ACM SIGGRAPH 84), 18, 4, ACM, 119--127. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Kay, T. L. and Kajiya, J. T. 1986. Ray Tracing Complex Scenes, In Computer Graphics (Proceedings of ACM SIGGRAPH 86), 20, 4, 269--278. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Macdonald, J. and Booth, K. 1990. Heuristics for ray tracing using space subdivision. Visual Computer, 6, 153--166. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Martin, W., Reinhard, E., Shirley, P., Parker, S., and Thompson, W. 2002. Temporally Coherent Interactive Ray Tracing. Journal of Graphics Tools, 7(2), 41--48.Google ScholarGoogle ScholarCross RefCross Ref
  20. Nakamaru, K. and Ohno, Y. 1997. Breadth-First Ray Tracing Utilizing Uniform Spatial Subdivision, IEEE Transactions On Visualization and Computer Graphics, 3(4), 316--328. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. Ohta, M. and Maekawa, M. 1990. Ray-bound tracing for perfect and efficient anti-aliasing. The Visual Computer: International Journal of Computer Graphic, 6(3), 125--133. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Ramasubramanian, M., Pattanaik, S., and Greenberg, D. 1999. A perceptually based physical error metric for realistic image synthesis. In Proceedings of ACM SIGGRAPH 1999, ACM Press ACM SIGGRAPH, Computer Graphics Proceedings, Annual Conference Series, ACM, 73--82. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Shinya, M., Takahashi, T., and Naito, S. 1987. Principles and applications of pencil tracing. In Computer Graphics (Proceedings of ACM SIGGRAPH 87), 21, 4, ACM, 45--54. Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Szirmay-Kalos, L., Havran, V., Balazs, B., and Szécsi, L. 2002. On the Efficiency of Ray-shooting Acceleration Schemes. Proceedings of the 18th Spring Conference on Computer Graphics (SCCG 2002), 89--98. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Teller, S. and Alex, J. 1998. Frustum Casting for Progressive, Interactive Rendering. Technical Report, Laboratory for Computer Science, Massachusetts Institute of Technology, TR-740. Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Wald, I., Schmittler, J., Benthin, C., Slusallek, P., and Purcell, T. J. 2003. Realtime Ray Tracing and its use for Interactive Global Illumination, STAR, Computer Graphics Forum (Proceedings of Eurographics 2002), 22(3). Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Wald, I., 2004. Realtime Ray Tracing and Interactive Global Illumination, Ph. D. thesis, Saarland University.Google ScholarGoogle Scholar
  28. Wald, I., Slusallek, P., Benthin, C., and Wagner, M. 2001. Interactive Rendering with Coherent Ray Tracing. Computer Graphics Forum (Proceedings of Eurographics 2001), 20(3), 153--164.Google ScholarGoogle Scholar

Index Terms

  1. Multi-level ray tracing algorithm

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in

      Full Access

      • Published in

        cover image ACM Transactions on Graphics
        ACM Transactions on Graphics  Volume 24, Issue 3
        July 2005
        826 pages
        ISSN:0730-0301
        EISSN:1557-7368
        DOI:10.1145/1073204
        Issue’s Table of Contents

        Copyright © 2005 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 1 July 2005
        Published in tog Volume 24, Issue 3

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • article

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader