k-d Tree Construction Designed for Motion Blur

We present a k-d tree construction algorithm designed to accelerate rendering of scenes with motion blur, in application scenarios where a k-d tree is either required or desired. Our associated data structure focuses on capturing incoherent motion within the nodes of a k-d tree and improves both data structure quality and efficiency over previous methods. At build-time stage, we tracks primitives with motion that is significantly distinct from other primitives within the node, guarantee valid node references and the correctness of the data structure via primitive duplication heuristic and propagation rules. Our experiments with this hierarchy show artifact-free motion-blur rendering using a k-d tree, and demonstrate improvements against a traditional BVH with interpolation and a MSBVH structure designed to handle moving primitives, particularly in render time.

[1]  Xinguo Liu,et al.  SAH KD-tree construction on GPU , 2011, HPG '11.

[2]  Tero Karras,et al.  Maximizing parallelism in the construction of BVHs, octrees, and k-d trees , 2012, EGGH-HPG'12.

[3]  Jeffrey Scott Vitter,et al.  Bkd-Tree: A Dznamic Scalable kd-Tree , 2003, SSTD.

[4]  Kun Zhou,et al.  Scalable Programmable Motion Effects on GPUs , 2012, Comput. Graph. Forum.

[5]  Markus Gross,et al.  Programmable motion effects , 2010, SIGGRAPH 2010.

[6]  Ingo Wald,et al.  State of the Art in Ray Tracing Animated Scenes , 2009, Comput. Graph. Forum.

[7]  A. Keller,et al.  The edge volume heuristic - robust triangle subdivision for improved BVH performance , 2008, 2008 IEEE Symposium on Interactive Ray Tracing.

[8]  P.H. Christensen,et al.  Ray Tracing for the Movie `Cars' , 2006, 2006 IEEE Symposium on Interactive Ray Tracing.

[9]  Andreas Dietrich,et al.  Spatial splits in bounding volume hierarchies , 2009, High Performance Graphics.

[10]  S. Popov,et al.  Experiences with Streaming Construction of SAH KD-Trees , 2006, 2006 IEEE Symposium on Interactive Ray Tracing.

[11]  Greg Humphreys,et al.  Physically Based Rendering, Second Edition: From Theory To Implementation , 2010 .

[12]  Aaron E. Lefohn,et al.  Adaptive image space shading for motion and defocus blur , 2012, EGGH-HPG'12.

[13]  Robert L. Cook,et al.  Distributed ray tracing , 1984, SIGGRAPH.

[14]  Kun Zhou,et al.  RenderAnts: interactive Reyes rendering on GPUs , 2009, SIGGRAPH 2009.

[15]  Andrew S. Glassner,et al.  Spacetime ray tracing for animation , 1988, IEEE Computer Graphics and Applications.

[16]  I. Wald,et al.  On fast Construction of SAH-based Bounding Volume Hierarchies , 2007, 2007 IEEE Symposium on Interactive Ray Tracing.

[17]  Tomas Akenine-Möller,et al.  Hierarchical stochastic motion blur rasterization , 2011, HPG '11.

[18]  Kun Zhou,et al.  Micropolygon ray tracing with defocus and motion blur , 2010, SIGGRAPH 2010.

[19]  Alexander Keller,et al.  Instant ray tracing: the bounding interval hierarchy , 2006, EGSR '06.

[20]  Alexander Keller,et al.  MSBVH: an efficient acceleration data structure for ray traced motion blur , 2011, HPG '11.

[21]  Eric Enderton,et al.  Real-time stochastic rasterization on conventional GPU architectures , 2010, HPG '10.

[22]  Frédo Durand,et al.  Frequency analysis and sheared reconstruction for rendering motion blur , 2009, SIGGRAPH 2009.

[23]  Maxim Shevtsov,et al.  Highly Parallel Fast KD‐tree Construction for Interactive Ray Tracing of Dynamic Scenes , 2007, Comput. Graph. Forum.

[24]  Kun Zhou,et al.  Real-time KD-tree construction on graphics hardware , 2008, SIGGRAPH 2008.

[25]  Tomas Akenine-Möller,et al.  High-quality spatio-temporal rendering using semi-analytical visibility , 2011, SIGGRAPH 2011.