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Large Ray Packets for Real-time Whitted Ray Tracing

Large Ray Packets for Real-time Whitted Ray Tracing. Ryan Overbeck Columbia University. Ravi Ramamoorthi Columbia University. William R. Mark. University of Texas at Austin Intel Corporation. Current Real-time Ray Tracing. Use large ray packets (16-256 rays)

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Large Ray Packets for Real-time Whitted Ray Tracing

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  1. Large Ray Packets for Real-time Whitted Ray Tracing Ryan OverbeckColumbia University Ravi RamamoorthiColumbia University William R. Mark • University of Texas at Austin Intel Corporation

  2. Current Real-time Ray Tracing • Use large ray packets (16-256 rays) • Focused on primary visibility and point-light shadows • Images somewhat dull • Easily generated using rasterization algorithms

  3. This Work: Whitted Ray Tracing • Whitted Ray tracing: • Primary Visibility • Point-light Shadows • Reflections • Refractions

  4. Mission • Study large ray packets for Whitted ray tracing • Scene traversal (BVH) • Partition Traversal: New! • Frustum Culling • General secondary ray packets: New!

  5. Mission • Evaluation of old and new algorithms • Ray packet size • Scene complexity • Ray Recursion Complexity

  6. Result: Real-time Whitted RT

  7. Outline • Motivation • Frustum Culling for Secondary Rays • Scene Traversal with Large Ray Packets • Results

  8. Frustum Culling • Primary Rays • Reshetov et al. 2005 • Point-Light Shadow Rays • Boulos et al. 2006 , Wald et al. 2007 • Reflection + Refraction Rays • New!

  9. Frustum Culling: Point Light • Choose dominant axis: • Find intersection points at . • Get min/max coords. 1

  10. Frustum Culling: Point Light • Choose dominant axis: • Find intersection points at . • Get min/max coords. • Create 4 corner rays. • Compute plane normals. 1

  11. Frustum Culling: Reflection

  12. Frustum Culling: Reflection Scene Bounding Box Samples’ Bounding Box

  13. Frustum Culling: Reflection • Choose dominant axis: • Find intersections with 2 planes: • from scene AABB. • from samples’ AABB. • Get min/max coords. • Create 4 corner rays. • Compute plane normals.

  14. Outline • Motivation • Frustum Culling for Secondary Rays • Scene Traversal with Large Ray Packets • Results

  15. 3 Algorithms for Scene Traversal • Masked Traversal – Control Method • Based on Wald 2001, Reshetov 2005 (MLRT) • Only good for small packets • Ranged Traversal – State-of-the-art • Wald et al. 2007 • Degrades performance for incoherent rays! • Partition Traversal: New! • Robust to incoherent rays and large packets

  16. Masked Traversal 4 3 2 1 0

  17. Masked Traversal BVH Inner Cell 4 3 2 1 0

  18. Masked Traversal Near BVH Leaf Cell 4 3 2 1 0

  19. Masked Traversal Far BVH Leaf Cell 4 3 2 1 0

  20. Masked Traversal 4 Alive 3 Alive 2 Alive 1 Alive 4 0 Alive 3 2 1 0

  21. Masked Traversal 4 Alive 3 Alive 2 Alive 1 Alive 4 0 Alive 3 2 1 0

  22. Masked Traversal 4 Alive 3 Alive 2 Alive 1 Alive 4 0 Alive 3 2 1 0

  23. Masked Traversal 4 Alive 3 Alive 2 Alive 1 Alive 4 0 Alive 3 2 1 0

  24. Masked Traversal 4 Alive 3 Alive 2 Alive 1 Alive 4 0 Alive 3 2 1 0

  25. Masked Traversal 4 Alive 3 Alive 2 Alive 1 Alive 4 0 Dead 3 2 1 0

  26. Masked Traversal 4 Alive 3 Alive 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  27. Masked Traversal 4 Alive 3 Alive 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  28. Masked Traversal 4 Alive 3 Alive 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  29. Masked Traversal 4 Dead 3 Alive 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  30. Masked Traversal 4 Dead 3 Alive 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  31. Masked Traversal 4 Dead 3 Alive 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  32. Masked Traversal 4 Dead 3 Alive 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  33. Masked Traversal 4 Dead 3 Alive 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  34. Masked Traversal 4 Dead 3 Alive 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  35. Masked Traversal 4 Dead 3 Alive 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  36. Masked Traversal 4 Dead 3 Alive 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  37. Masked Traversal 4 Dead 3 Alive 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  38. Masked Traversal 4 Dead 3 Alive 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  39. Masked Traversal 4 Dead 3 Alive 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  40. Masked Traversal 4 Alive 3 Alive 2 Alive 1 Alive 4 0 Alive 3 2 1 0

  41. Masked Traversal 4 Alive 3 Alive 2 Alive 1 Alive 4 0 Alive 3 2 1 0

  42. Masked Traversal 4 Alive 3 Alive 2 Alive 1 Alive 4 0 Dead 3 2 1 0

  43. Masked Traversal 4 Alive 3 Alive 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  44. Masked Traversal 4 Alive 3 Alive 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  45. Masked Traversal 4 Alive 3 Dead 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  46. Masked Traversal • Causes extra ray—cell tests 4 Dead 3 Dead 2 Alive 1 Dead 4 0 Dead 3 2 1 0

  47. Ranged Traversal 4 3 2 1 0

  48. Ranged Traversal 4 3 2 1 0

  49. Ranged Traversal 4 3 2 1 0

  50. Ranged Traversal 4 3 2 1 0

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