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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. |