[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/1400885.1401006acmconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedingsconference-collections
research-article

Accelerating ray tracing using constrained tetrahedralizations

Published: 11 August 2008 Publication History

Abstract

Tracing a ray through a scene and finding the closest intersection with the scene geometry is a fundamental operation in computer graphics. During the last two decades, significant efforts have been made to accelerate this operation, with interactive ray tracing as one of the major driving forces. At the heart of a fast method for intersecting a scene with a ray lies the acceleration structure. Many different acceleration structures exist, but research has focused almost exclusively on a few well-tried and well-established techniques: regular and hierarchical grids, bounding volume hierarchies and kd-trees. Spectacular advances have been made, which have contributed significantly to making interactive ray tracing a possibility. However, despite the success of these acceleration structures, several problems remain open. Handling deforming and dynamic geometry still poses significant challenges, and the local vs. global complexity of acceleration structures is still not entirely understood. One therefore wonders whether other acceleration structures, that leave the beaten path of efficient grids, bounding volume hierarchies and kd-trees, can provide viable alternatives.
Next to computer graphics, the ray shooting problem is also studied in computational geometry. Ray shooting queries against a large collection of polyhedra are answered by tracing the ray through a simplicial complex such as a constrained tetrahedralization. This is a well-known technique, see e.g. the chapter Ray shooting and lines in space by Pellegrini in Handbook of Discrete and Computational Geometry. However, relevant work in computational geometry is usually theoretical, and practical implementations and experimental results are typically not available.
In this work we explore the idea of accelerating the operation of intersecting a scene with a ray using constrained tetrahedralizations. This is illustrated in figure 1. A constrained tetrahedralization of a scene is a tetrahedralization that respects the faces of the scene geometry. The closest intersection of a ray with a scene is found by traversing this tetrahedralization along the ray, one tetrahedron at a time, until a constrained face is encountered. We show that constrained tetrahedralizations are a viable alternative to state-of-the-art acceleration structures, such as kd-trees, and that constrained tetrahedralizations have a number of interesting and unique properties that set them apart from traditional acceleration structures. Constrained tetrahedralizations are not hierarchical yet adaptive; the complexity of traversing them is a function of local geometric complexity rather than global geometric complexity; constrained tetrahedralizations support deforming geometry without any effort (see figure 2); and they have the potential to unify several data structures currently used in global illumination.
Although constrained tetrahedralizations are not a silver bullet, and although they are in general not yet faster than the most optimized kd-trees, constrained tetrahedralizations offer several new perspectives on acceleration structures for ray tracing and deserve attention.

Reference

[1]
Ares Lagae and Philip Dutré. Accelerating ray tracing using constrained tetrahedralizations. Computer Graphics Forum (Proceedings of the 19th Eurographics Symposium on Rendering), 27(8), 2008. to appear.

Cited By

View all
  • (2014)Improving Divide-and-Conquer Ray-Tracing Using a Parallel ApproachProceedings of the 2014 27th SIBGRAPI Conference on Graphics, Patterns and Images10.1109/SIBGRAPI.2014.32(9-16)Online publication date: 26-Aug-2014

Index Terms

  1. Accelerating ray tracing using constrained tetrahedralizations

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    SIGGRAPH '08: ACM SIGGRAPH 2008 posters
    August 2008
    149 pages
    ISBN:9781605584669
    DOI:10.1145/1400885
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 11 August 2008

    Permissions

    Request permissions for this article.

    Check for updates

    Qualifiers

    • Research-article

    Conference

    SIGGRAPH '08
    Sponsor:

    Acceptance Rates

    Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)0
    • Downloads (Last 6 weeks)0
    Reflects downloads up to 06 Jan 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2014)Improving Divide-and-Conquer Ray-Tracing Using a Parallel ApproachProceedings of the 2014 27th SIBGRAPI Conference on Graphics, Patterns and Images10.1109/SIBGRAPI.2014.32(9-16)Online publication date: 26-Aug-2014

    View Options

    View options

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media