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Yet Faster Ray-Triangle Intersection (Using SSE4)

机译:更快的射线三角形相交(使用SSE4)

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Ray-triangle intersection is an important algorithm, not only in the field of realistic rendering (based on ray tracing) but also in physics simulation, collision detection, modeling, etc. Obviously, the speed of this well-defined algorithm''s implementations is important because calls to such a routine are numerous in rendering and simulation applications. Contemporary fast intersection algorithms, which use SIMD instructions, focus on the intersection of ray packets against triangles. For intersection between single rays and triangles, operations such as horizontal addition or dot product are required. The SSE4 instruction set adds the dot product instruction which can be used for this purpose. This paper presents a new modification of the fast ray-triangle intersection algorithms commonly used, whichȁ4;when implemented on SSE4ȁ4;outperforms the current state-of-the-art algorithms. It also allows both a single ray and ray packet intersection calculation with the same precomputed data. The speed gain measurements are described and discussed in the paper.
机译:射线三角相交是一种重要算法,不仅在真实渲染(基于射线跟踪)领域,而且在物理模拟,碰撞检测,建模等方面也很重要。显然,这种定义良好的算法的实现速度之所以重要,是因为在渲染和模拟应用程序中对此类例程的调用很多。使用SIMD指令的当代快速交集算法专注于射线包与三角形的交集。对于单光线和三角形之间的交点,需要进行诸如水平加法或点积之类的操作。 SSE4指令集添加了可用于此目的的点积指令。本文介绍了对常用的快速射线-三角形相交算法的一种新的修改,当在SSE4上实现时,ȁ4优于当前的最新算法。它还允许使用相同的预计算数据进行单个射线和射线包交集的计算。本文描述并讨论了速度增益测量。

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