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school:davidovic_cescg2008:davidovic_cescg2008 [2024/02/27 12:33] (current)
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 +====== Interactive Ray Tracing of Dynamic Scenes ======
  
 +**T. Davidovic**\\
 +
 +Presented at [[http://www.cg.tuwien.ac.at/hostings/cescg/CESCG-2008/index.html|Central European Seminar on Computer Graphics for students (2008)]]
 +
 +{{:school:davidovic_cescg2008:a10.png}}
 +
 +[{{school:davidovic_cescg2008:davidovic_cescg2008.bib|bib}}]
 +[{{school:davidovic_cescg2008:davidovic_cescg2008.pdf|paper}}]
 +[{{school:davidovic_cescg2008:davidovic_cescg2008.ppt|presentation}}]
 +
 +**Abstract**: Raytracing of dynamic scenes requires not only fast ray
 +traversal, but also fast update of acceleration structures.
 +Fast ray traversal is usually achieved through traversing
 +several rays at once in a packet. Update of acceleration
 +structure can be done by gradually refitting the structure
 +or by rebuilding it from the scratch every frame. The latter
 +approach puts no requirements on amount or behavior of
 +objects in the scene.
 +
 +In this paper we will describe a raytracing system that
 +combines fast packet traversal with Bounding Volume Hi-
 +erarchy rebuilt from scratch using approximated Surface
 +Area Heuristic. Vertex culling uses transient frustum in
 +each leaf to quickly eliminate potential intersections with
 +triangles lying strictly outside the frustum. This benefits
 +from large leaves and allows shallow acceleration struc-
 +ture that can be built exceptionally fast with no impact
 +on performance. We will show that combination of these
 +two methods does provide interactive rates even on today’s
 +desktop computers. We will also demonstrate the interac-
 +tive capabilities on fast relighting of scenes with moving
 +point lights.
school/davidovic_cescg2008/davidovic_cescg2008.txt · Last modified: 2024/02/27 12:33 (external edit)
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