Heuristics for ray tracing using space subdivision
The Visual Computer: International Journal of Computer Graphics
Cost prediction in ray tracing
Proceedings of the eurographics workshop on Rendering techniques '96
Conservative volumetric visibility with occluder fusion
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Visibility-guided simplification
Proceedings of the conference on Visualization '02
Accelerating animation through verification of shooting walks
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Visibility volumes for interactive path optimization
The Visual Computer: International Journal of Computer Graphics
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Memory-Scalable GPU Spatial Hierarchy Construction
IEEE Transactions on Visualization and Computer Graphics
RDH: ray distribution heuristics for construction of spatial data structures
Proceedings of the 25th Spring Conference on Computer Graphics
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In the ray-tracing community, the surface-area heuristic (SAH) is used as a de facto standard strategy for building high-quality kd-trees. Although widely accepted as the best kd-tree construction method, it is based only on the surface-area measure, which often fails to reflect effectively the rendering characteristics of a given scene. This paper presents new cost metrics that help produce improved kd-trees for static scenes by considering the visibility of geometric objects, which can affect significantly the actual distribution of rays during ray tracing. Instead of the SAH, we apply a different heuristic based on the new concept of voxel visibility, which allows more sophisticated estimation of the chance of a voxel being hit by rays. The first cost metric we present aims at constructing a single kd-tree that is used to trace both primary and secondary rays, whereas the second one is more relevant to secondary rays, involving reflection/refraction or shadowing, whose distribution properties differ from those for primary rays. Our experiments, using both CPU-based and GPU-based computation with several test scenes, demonstrate that the presented cost metrics can reduce markedly the cost of ray-traversal computation and increase significantly the overall frame rate for ray tracing.