Towards Rapid Reconstruction for Animated Ray Tracing

This article discusses methods for avoiding that the reconstruction of the acceleration data structure becomes a bottleneck in animated or interactive ray tracing. Situations in which this could occur include trying to increase the frame rate by parallelization of the ray tracing phase or by techniques such as frameless rendering. Specifically, we explore a method for avoiding unnecessary reconstruction in rigid-body animated scenes. The method builds a hierarchy of oriented bounding boxes containing recursive grids by applying these to the rigid bodies found in different transforms in the scene graph. The oriented bounding boxes containing gridded objects are then kept intact during the complete animation. Before performing intersection tests, rays are transformed to the local coordinate system of an oriented bounding box. Using this technique, the reconstruction of the data structure can be performed an order of magnitude faster as compared to using a recursive grid that has to be rebuilt completely between each frame.

[1]  Per H. Christensen,et al.  A practical guide to global illumination using photon mapping , 2000, SIGGRAPH 2000.

[2]  John Salmon,et al.  Automatic Creation of Object Hierarchies for Ray Tracing , 1987, IEEE Computer Graphics and Applications.

[3]  Thomas W. Sederberg,et al.  Faster Ray Tracing Using Adaptive Grids , 1997, IEEE Computer Graphics and Applications.

[4]  Michael McNeill,et al.  Performance of Space Subdivision Techniques in Ray Tracing , 1992, Comput. Graph. Forum.

[5]  George Drettakis,et al.  Filtering, Clustering and Hierarchy Construction: a New Solution for Ray‐Tracing Complex Scenes , 1995, Comput. Graph. Forum.

[6]  Dinesh Manocha,et al.  OBBTree: a hierarchical structure for rapid interference detection , 1996, SIGGRAPH.

[7]  Tomas Akenine-Möller,et al.  A Benchmark for Animated Ray Tracing , 2001, IEEE Computer Graphics and Applications.

[8]  Michael J. Muuss Towards real-time ray-tracing of combinatorial solid geometric models , 1995 .

[9]  Erik Reinhard,et al.  Dynamic Acceleration Structures for Interactive Ray Tracing , 2000, Rendering Techniques.

[10]  Henry Fuchs,et al.  Frameless rendering: double buffering considered harmful , 1994, SIGGRAPH.

[11]  Brian Wyvill,et al.  ADAPTIVE VOXEL SUBDIVISION FOR RAY TRACING , 1988 .

[12]  Claude Puech,et al.  Bucket-like space partitioning data structures with applications to ray-tracing , 1997, SCG '97.

[13]  David H. Eberly,et al.  3D game engine design - a practical approach to real-time computer graphics , 2000 .

[14]  Peter-Pike J. Sloan,et al.  Interactive ray tracing , 1999, SI3D.

[15]  Larry F. Hodges,et al.  Generating exact ray-traced animation frames by reprojection , 1995, IEEE Computer Graphics and Applications.

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