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Ray Tracing Deformable Scenes Using Dynamic Bounding Volume Hierarchies

机译:使用动态边界体积层次结构跟踪光线可变形的场景

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The most significant deficiency of most of today's interactive ray tracers is that they are restricted to static walkthroughs. This restriction is due to the static nature of the acceleration structures used. While the best reported frame rates for static geometric models have been achieved using carefully constructed kd-trees, this article shows that bounding volume hierarchies (BVHs) can be used to efficiently ray trace large static models. More importantly, the BVH can be used to ray trace deformable models (sets of triangles whose positions change over time) with little loss of performance. A variety of efficiency techniques are used to achieve this performance, but three algorithmic changes to the typical BVH algorithm are mainly responsible. First, the BVH is built using a variant of the surface area heuristic conventionally used to build kd-trees. Second, the topology of the BVH is not changed over time so that only the bounding volumes need to be refit from frame-to-frame. Third, and most importantly, packets of rays are traced together through the BVH using a novel integrated packet-frustum traversal scheme. This traversal scheme elegantly combines the advantages of both packet traversal and frustum traversal and allows for rapid hierarchy descent for packets that hit bounding volumes as well as rapid exits for packets that miss. A BVH-based ray tracing system using these techniques is shown to achieve performance for deformable models comparable to that previously available only for static models.
机译:当今大多数交互式光线跟踪器的最大缺陷是它们仅限于静态演练。该限制是由于所使用的加速结构的静态特性引起的。尽管已使用精心构建的kd树获得了静态几何模型的最佳报告帧速率,但本文显示出边界体积层次结构(BVH)可用于有效地射线追踪大型静态模型。更重要的是,BVH可用于射线追踪可变形模型(位置随时间变化的三角形集),而不会造成性能损失。使用多种效率技术来实现此性能,但是主要负责对典型BVH算法的三个算法更改。首先,使用传统上用于构建kd树的表面积启发式方法的变体来构建BVH。其次,BVH的拓扑不会随时间变化,因此仅边界体积需要逐帧调整。第三,也是最重要的是,使用一种新颖的集成包-视锥遍历方案,通过BVH将光线包一起跟踪。这种遍历方案完美地结合了数据包遍历和视锥遍历的优点,并允许对到达边界量的数据包进行快速的层次下降,以及对丢失的数据包进行快速退出。使用这些技术的基于BVH的光线跟踪系统显示出可变形模型的性能与以前仅适用于静态模型的性能相当。

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