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Accelerated Ray Tracing using R-Trees

机译:使用R树加速射线跟踪

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摘要

Efficient ray tracing for rendering needs to minimize the number of redundant intersection tests between rays and geometric primitives. Hence, ray tracers usually employ spatial indexes to organize the scene to be rendered. The most popular ones for this purpose are currently kd-trees and bounding volume hierarchies, for they have been found to yield best performances and can be adapted to contemporary GPU architectures. These adaptations usually come along with costs for additional memory or preprocessing and comprise the employment of stackless traversal algorithms. R-trees are height-balanced spatial indexes with a fixed maximum number of children per node and were designed to reduce access to secondary memory. Although these properties make them compelling for GPU ray tracing, they have not been used in this context so far. In this article, we demonstrate how R-trees can accelerate ray tracing and their competitiveness for this task. Our method is based on two traversal schemes that exploit the regularity of R-trees and forgo preprocessing or alterations of the data structure, with the first algorithm being moreover stackless. We evaluate our approach in implementations for CPUs and GPUs and compare its performance to results we obtained by means of kd-trees.
机译:用于渲染的有效射线跟踪需要最小化光线和几何基元之间的冗余交叉点测试的数量。因此,射线示踪剂通常采用空间索引来组织要渲染的场景。为此目的最受欢迎的是目前KD树和边界卷层次结构,因为他们已被发现产生最佳性能,可以适应当代GPU架构。这些调整通常具有额外的存储器或预处理的成本,并包括堆积遍历算法的就业。 R树是高度平衡的空间索引,每个节点的固定最大儿童数量,并且旨在减少对辅助存储器的访问。虽然这些属性使得它们对GPU射线跟踪引人注目,但他们到目前为止,它们尚未在此背景下使用。在本文中,我们展示了R树如何加速光线跟踪及其竞争力。我们的方法基于两个遍历方案,用于利用R树的规律性和对数据结构的预处理或改变的更改,并且具有堆积的第一算法。我们在CPU和GPU的实施中评估了我们的方法,并将其对我们通过KD-Trees获得的结果进行了比较。

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