A fast Ray-tracing using bounding spheres and frustum Rays for dynamic scene rendering

Ken Ichi Suzuki, Yoshiyuki Kaeriyama, Kazuhiko Komatsu, Ryusuke Egawa, Nobuyuki Ohba, Hiroaki Kobayashi

研究成果: Article査読

抄録

Ray tracing is one of the most popular techniques for generating photo-realistic images. Extensive research and development work has made interactive static scene rendering realistic. This paper deals with interactive dynamic scene rendering in which not only the eye point but also the objects in the scene change their 3D locations every frame. In order to realize interactive dynamic scene rendering, RTRPS (Ray Tracing based on Ray Plane and Bounding Sphere), which utilizes the coherency in rays, objects, and grouped-rays, is introduced. RTRPS uses bounding spheres as the spatial data structure which utilizes the coherency in objects. By using bounding spheres, RTRPS can ignore the rotation of moving objects within a sphere, and shorten the update time between frames. RTRPS utilizes the coherency in rays by merging rays into a ray-plane, assuming that the secondary rays and shadow rays are shot through an aligned grid. Since a pair of ray-planes shares an original ray, the intersection for the ray can be completed using the coherency in the ray-planes. Because of the three kinds of coherency, RTRPS can significantly reduce the number of intersection tests for ray tracing. Further acceleration techniques for ray-plane-sphere and ray-triangle intersection are also presented. A parallel projection technique converts a 3D vector inner product operation into a 2D operation and reduces the number of floating point operations. Techniques based on frustum culling and binary-tree structured ray-planes optimize the order of intersection tests between ray-planes and a sphere, resulting in 50% to 90% reduction of intersection tests. Two ray-triangle intersection techniques are also introduced, which are effective when a large number of rays are packed into a ray-plane. Our performance evaluations indicate that RTRPS gives 13 to 392 times speed up in comparison with a ray tracing algorithm without organized rays and spheres. We found out that RTRPS also provides competitive performance even if only primary rays are used.

本文言語English
ページ(範囲)891-902
ページ数12
ジャーナルIEICE Transactions on Information and Systems
E93-D
4
DOI
出版ステータスPublished - 2010

ASJC Scopus subject areas

  • ソフトウェア
  • ハードウェアとアーキテクチャ
  • コンピュータ ビジョンおよびパターン認識
  • 電子工学および電気工学
  • 人工知能

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