Cache-oblivious ray reordering
ACM Transactions on Graphics (TOG)
Memory efficient ray tracing with hierarchical mesh quantization
Proceedings of Graphics Interface 2010
Shallow bounding volume hierarchies for fast SIMD ray tracing of incoherent rays
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
ReduceM: interactive and memory efficient ray tracing of large models
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
The use of precomputed triangle clusters for accelerated ray tracing in dynamic scenes
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Improving Data Locality for Efficient In-Core Path Tracing
Computer Graphics Forum
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Acceleration structures are used in ray tracing to sharply reduce number of ray-triangle intersection tests at the expense of traversing such structures. Bigger structures eliminate more tests, but their traversal becomes less efficient, especially for ray packets, for which number of inactive rays increases at the lower levels of the acceleration structures. For dynamic scenes, building or updating acceleration structures is one of the major performance impediments. We propose a new way to reduce the total number of tests by creating a special transient frustum every time a leaf is traversed by a packet of rays. This frustum contains intersections of active rays with a leaf node and eliminates over 90% of all potential tests. It allows a tenfold reduction in size of acceleration structure whilst still achieving a better performance.