1 / 32

On the Fast Construction of Spatial Hierarchies for Ray Tracing

On the Fast Construction of Spatial Hierarchies for Ray Tracing. Vlastimil Havran 1,2 Robert Herzog 1 Hans-Peter Seidel 1 1 MPI Informatik , Saarbruecken, Germany 2 Czech Technical University in Prague. Talk Outline. Previous work H-trees AH-trees Performance results.

lyre
Download Presentation

On the Fast Construction of Spatial Hierarchies for Ray Tracing

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. On the Fast Construction of Spatial Hierarchies for Ray Tracing Vlastimil Havran1,2 Robert Herzog1 Hans-Peter Seidel1 1 MPI Informatik, Saarbruecken, Germany 2 Czech Technical University in Prague

  2. Talk Outline • Previous work • H-trees • AH-trees • Performance results

  3. Previous Work

  4. Previous Work • Kd-trees in O(N log N) • Bounding volume hierarchies BVH in O(N log N) • Two-level data structures for hierarchical motion (Wald et al. 03) • Parallel tree traversal (Szecsi et al. 03) + Concurrent papers this year (EGSR’06, EG’06, RT06)

  5. Approaches to Animated Scenes • Set of frames, planned motion or not ? • Some objects are moving (1%, 50%, or 100%?) Two Approaches • Rebuild data structures from scratch for every frame • Update data structures for new object positions

  6. Most Objects Are Moving …. • Rebuild from scratch? Why possibly better? • High quality of data structures for ray tracing • Fast rebuild from scratch is useful in general, also for larger static scenes • Fast rebuild from scratch has not been addressed well in CG publications

  7. Spatial Sorting • Spatial sorting is a base of ray tracing, it is an extension to quicksort. • Clearly, sorting is O(N log N) • Why then radix-sort is O(N) ? • Project goal: could we make faster spatial sorting in radix-sort like manner?

  8. Some Other Issues • Definition: object – 3D geometric primitive, which defines a bounding box, and operation ray-object intersection (point + normal) • Binary-Interpolation Search: search over the monotonically increasing values in array, using two phases • interpolation search O(log log N) • binary search O(log N)

  9. Intro to Spatial KD-trees (SKD-trees) • Using two splitting planes • Proposed by Ooi et al. in 1987 as spatial index for objects as extension to kd-trees Overlapping Configuration Disjoint Configuration

  10. Spatial KD-trees Properties • Each object is referenced just once • It is not a spatial subdivision (spatial regions can overlap) • More memory efficient than BVH (only two planes in a node, not six planes) • Interesting candidate for ray tracing

  11. Cost Model for Ray Tracing Typical cost model for a spatial hierarchy: C = C_T + C_L + C_R C = C_TS * N_TS + C_LO * N_LO + C_Access * N_Access • C_T … cost of traversing interior nodes • C_L … cost of incidence operation in leaves • C_R … cost of accessing the data from internal or external memory

  12. Cost Model Based Construction • It is also referred to as SAH (surface area heuristics) • Local greedy decision, where to put splitting planes + recursion + stopping criteria • Cost = N_L * Prob_L + N_R * Prob_R • Probability given by surface area of the box of the left and on the right child node • Problem is evaluation of N_L and N_R

  13. Normalized Cost Function for Many Objects

  14. SKD-tree + Cost Model • Using buckets to find out minimum of the cost (at most 100 buckets) • Objects are put to buckets according to their centroids • Recording also minima and maxima of object boxes in buckets • Sweep-plane algorithm to compute tight left and right bounding boxes

  15. Performance of Pure SKD-trees • It is rather low, not competitive with kd-trees • Low performance means: too many traversal steps and ray-object intersections • Need for better bounding of objects • A hybrid data structures using bounding primitives and SKD-tree nodes

  16. How Many Bounding Volume Primitives in 3D ? • Assumption: axis-aligned bounding planes • In total 63 possibilities: • 1 plane, 6 cases – corresponds to kd-tree • 2 planes, 15 cases – we use only parallel planes (3 cases in 3D) • 3 planes, 20 cases • 4 planes, 15 cases • 5 planes, 6 cases • 6 planes, 1 case – corresponds to BVH

  17. H-trees: SKD-trees + Bounding Volumes Primitives Seven types of internal nodes 3 types (x,y,z axis) 1 type (6 planes) 3 types (x,y,z axis)

  18. H-trees: Construction Algorithm • Select an axis (X, or Y, or Z) • Decide if to put an bounding node based on the cost (details in the paper) • Select the number of buckets N (-,10,100) • Distribute the objects to the buckets - keep minima and maxima in 3 axis in the bucket • By sweep-plane compute cost function for all N buckets, select minimum cost • Distribute the objects into left and right child • Recurse until having one object in a node (leaf)

  19. H-trees: Results • Tests on SPD scenes (30 scenes) by Eric Haines + other 12 scenes of different distributions • Used by recursive ray tracing and also only ray casting (primary rays) • In paper results for only 9 scenes.

  20. Reference: kd-trees • Termination criteria: 4 objects in a leaf • No split clipping operation • O(N log N) complexity • Highly optimized C++ code (but no SSE, no multithreading) • Construction: about 1,0 seconds for 100,000 objects for 3.5 leaf references per object on a PC • Ray tracing: about 300,000 rays per second for completely random rays (= incoherent rays)

  21. H-trees: Results • Parts of the cost model • N_TS … number of traversal steps • N_LO … number of ray object intersection tests • N_Access … number of memory accesses • Timings for H-trees construction • 2.4 to 12 times faster than kd-trees • Timings for tracing rays • Comparable with kd-trees

  22. AH-trees: Motivation • Avoid resorting • Modification of method Reif and Tate, 1998, for a set of points in 3D, achieving time complexity O(N log log N) • Mimic radix-sort and hence possibly decrease complexity • Use cost model based on SAH • Use H-trees nodes

  23. AH-trees: Avoiding Resorting • Use buckets in 3D = uniform grid in 3D • Classify objects as “small” and “oversize” “Small object” allows to limit the object extent by a box if we know about the presence of an object in a grid cell

  24. AH-trees: Construction Algorithm • Select a grid resolution, construct grid • Classify objects as “small” and “oversize” • Construct H-trees over “small” objects in predefined position given by 3D grid, in leaves • Recurse by AH-trees construction algorithm • Recurse by H-trees construction algorithm • Create references to a leaf • Decide to which level belong oversize objects • Create ternary child nodes processing oversize objects, creating AH-trees or H-trees

  25. Ternary child AH-trees: Ternary child example

  26. AH-trees: Results • Parts of the cost model • N_TS … number of traversal steps • N_LO … number of ray object intersection tests • N_Access … number of memory accesses • Timings for AH-trees construction • 4 to 20 times faster than kd-trees • Timings for tracing rays • Up to 4 times slower than kd-trees for skewed object distribution • Comparable to kd-trees for moderately uniform object distribution

  27. AH-trees: Consideration • The deeper in the hierarchy in a single grid, the resolution of cost function evaluation is smaller • The spatial sorting is approximate using the object centroids • There is a tradeoff between time complexity for construction and ray tracing performance • For limited object size O(N log log N)

  28. Ray Traversal Algorithm • C/C++ switch for more node types (no problem, CPU branch prediction fails anyway) • Interval-based technique similar to kd-trees (but overlapping intervals) • The source code is straightforward • For AH-trees the ternary child subtrees are traversed first

  29. Conclusion • Hybrid spatial hierarchy • H-trees introduced as SKD-tree nodes + bounding volume nodes • AH-trees as way of approximate sorting for H-trees, achieving smaller construction time and worse performance (tradeoff) • Performance results in the paper

  30. Future Work • Implementation work: ray packets for H-trees • Research work: tuning between construction time and performance for AH-trees • Hybrid trees with more types of nodes

  31. Take Home Message • Efficient ray tracing = Efficient spatial hierarchy (tree) • Efficient = performance = cost model • Efficient spatial hierarchy • top-down construction • cost-based model decision (with SAH) • termination criteria • State of the art ?

  32. Popper’s model of natural sciences Karl Popper, 1934 (The Logic of Scientific Discovery) real inputs design experiments induction Falsifiable hypothesis deduction implementation analysis deduction Asymptotic bounds

More Related