Ray TracingIn recent years, there has been a renewed interest in real-time ray tracing for interactive applications. This is due to many factors: firstly, processor speed has continued to rise at exponential rates as predicted by Moore's Law and is approaching the raw computational power needed for interactive ray tracing. Secondly, ray tracing algorithms can be highly parallelized on shared memory and distributed memory systems. Therefore, the current hardware trend towards desktop systems with multi-core CPUs and programmable GPUs can be used to accelerate ray tracing. Finally, recent algorithmic improvements that exploit ray coherence can achieve a significant improvement in rendering time We have active research projects in the area of interactive ray tracing dealing with problems such as ray tracing massive datasets and deformable models. UNC Dynamic Scenes BenchmarksRay-Strips: A Compact Mesh Representation for Interactive Ray Tracing
We present a novel hierarchical representation, Ray-Strips, for interactive
ray tracing of complex triangle meshes. Prior optimized
algorithms for ray tracing explicitly store each triangle in the input
model. Instead, a Ray-Strip takes advantage of mesh connectivity
for compact storage, efficient traversal and ray intersections. As a
result, we considerably reduce the memory overhead of the original
model and the hierarchical representation. We also present efficient
algorithms for single ray and ray packet traversal using Ray-Strips.
Furthermore, we demonstrate an additional benefit of our representation:
maintaining utilization of the SIMD capabilities of current
CPUs for incoherent ray packets and single rays. We show the benefit
of Ray-Strips on models with tens of thousands to tens of millions
of triangles. In practice, our approach can reduce the storage
overhead of interactive ray tracing algorithms by up to five times
compared to standard interactive approaches while even improving
runtime performance for large models.
We present a novel algorithm to selectively
restructure bounding volume hierarchies (BVHs) for
ray tracing dynamic scenes. We derive two new metrics to evaluate the
culling efficiency and restructuring benefit of any BVH.
Based on these metrics, we perform selective
restructuring operations that efficiently reconstruct small portions of a BVH
instead of the entire BVH. Our approach is general and applicable to complex
and dynamic scenes, including topological changes. We apply our selective
restructuring algorithm to improve the performance of ray tracing dynamic
scenes that consist of hundreds of thousands of triangles. In our benchmarks,
we observe up to an order of magnitude improvement over prior BVH-based ray
tracing algorithms.
Ray Tracing Dynamic Scenes using Selective RestructuringInteractive Sound Propagation in Dynamic Scenes using Frustum TracingWe present a new approach for simulating real-time sound propagation in complex, virtual scenes with dynamic sources and objects. Our approach combines the efficiency of interactive ray tracing with the accuracy of tracing a volumetric representation. We use a foursided convex frustum and perform clipping and intersection tests using ray packet tracing. A simple and efficient formulation is used to compute secondary frusta and perform hierarchical traversal. We demonstrate the performance of our algorithm in an interactive system for game-like environments and architectural models with tens or hundreds of thousands of triangles. Our algorithm can simulate and render sounds at interactive rates on a high-end PC.R-LODs for ray tracing massive modelsInteractive ray tracing of deformable models using BVHsCache-Efficient Layouts of Bounding Volume Hierarchies
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