vasco costa, joão m. pereira, joaquim a. jorgevasco costa, joão m. pereira, joaquim a. jorge...

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Efficient Rectilinear Grids for Real-time Ray Tracing Vasco Costa, João M. Pereira, Joaquim A. Jorge INESC-ID/Instituto Superior Técnico, University of Lisbon, Portugal The left image shows a 661x145x259 regular grid, while on the right we show a 527x115x223 rectilinear grid subdivision, both applied to the San Miguel scene. Brighter yellow means more triangles were intersected in a cell, whereas light cyan means more traversals were done. The rectilinear grid ensures a tighter fit around triangles leading to more rapid rendering due to less intersections being computed. Fairy Forest scene rendered with dot-normal shading, textures, and ambient occlusion. 0 20 40 60 80 100 120 140 160 Fairy Forest Crytek Sponza Buddha San Miguel Build Time (ms) regular rectilinear 0 10 20 30 40 50 60 70 80 90 Fairy Forest Crytek Sponza Buddha San Miguel Frame Rate (fps) regular rectilinear Build time in milliseconds (less is better) and frame rate per second (more is better) for selected scenes. Rectilinear grids have construction times similar to regular grids yet feature much better rendering performance on non-homogeneous scenes such as Fairy Forest and San Miguel. This work was supported by national funds through FCT - Fundação para a Ciência e Tecnologia under project PEst-OE/EEI/LA0021/2013

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Page 1: Vasco Costa, João M. Pereira, Joaquim A. JorgeVasco Costa, João M. Pereira, Joaquim A. Jorge INESC-ID/Instituto Superior Técnico, University of Lisbon, Portugal The left image shows

E�cient Rectilinear Grids for Real-time Ray Tracing

Vasco Costa, João M. Pereira, Joaquim A. Jorge INESC-ID/Instituto Superior Técnico, University of Lisbon, Portugal

The left image shows a 661x145x259 regular grid, while on the right we show a 527x115x223 rectilinear grid subdivision, both applied to the San Miguel scene. Brighter yellow means more triangles were intersected in a cell, whereas light cyan means more traversals were done. The rectilinear grid ensures a tighter �t around triangles leading to more rapid rendering due to less intersections being computed.

Fairy Forest scene rendered with dot-normal shading, textures, and ambient occlusion.

0

20

40

60

80

100

120

140

160

Fairy Forest Crytek Sponza Buddha San Miguel

Build

Time(m

s)

regular rectilinear

0

10

20

30

40

50

60

70

80

90

Fairy Forest Crytek Sponza Buddha San Miguel

Fram

eRa

te(fp

s)

regular rectilinear

Build time in milliseconds (less is better) and frame rate per second (more is better) for selected scenes.

Rectilinear grids have construction times similar to regular grids yet feature much better rendering performance on non-homogeneous scenes such as Fairy Forest and San Miguel.

This work was supported by national funds through FCT - Fundação para a Ciência e Tecnologiaunder project PEst-OE/EEI/LA0021/2013