Ray Tracing Animated Scenes Using Coherent Grid Traversal
Cached
Download Links
- [www.cs.utah.edu]
- [www.cs.utah.edu]
- [www.rose-hulman.edu]
- DBLP
Other Repositories/Bibliography
| Venue: | Proceedings of ACM SIGGRAPH |
| Citations: | 64 - 21 self |
BibTeX
@INPROCEEDINGS{Wald_raytracing,
author = {Ingo Wald and Thiago Ize and Andrew Kensler and Aaron Knoll and Steven G. Parker},
title = {Ray Tracing Animated Scenes Using Coherent Grid Traversal},
booktitle = {Proceedings of ACM SIGGRAPH},
year = {}
}
OpenURL
Abstract
model (78K triangles). c) Animated wind-up toys (11K triangles) walking and jumping incoherently around each other. d) A rigid-body dynamics simulation of marbles (8.8K triangles). e) A complex scene of 174K animated triangles, where a fairy and a dragonfly dance through an animated forest. Scenes are rebuilt from scratch every frame, allowing fully dynamic animation. Including shading, texturing, and hard shadows, as used in the above images, we can render these scenes at 1024 × 1024 pixels with 15.3, 7.8, 10.2, 26.2, and 1.4 frames per second on a dual 3.2 GHz Xeon. Excluding shading, texturing, and shadows, we achieve 34.5, 15.8, 29.3, 57.1, and 3.4 frames per second. We present a new approach to interactive ray tracing of moderatesized animated scenes based on traversing frustum-bounded packets of coherent rays through uniform grids. By incrementally computing the overlap of the frustum with a slice of grid cells, we accelerate grid traversal by more than a factor of 10, and achieve ray tracing performance competitive with the fastest known packet-based kd-tree ray tracers. The ability to efficiently rebuild the grid on every frame enables this performance even for fully dynamic scenes that typically challenge interactive ray tracing systems. 1 Introduction and Related







