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Traversal fields for ray tracing dynamic scenes
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Source Virtual Reality Software and Technology archive
Proceedings of the ACM symposium on Virtual reality software and technology table of contents
Limassol, Cyprus
SESSION: Rendering I table of contents
Pages: 65 - 74  
Year of Publication: 2006
ISBN:1-59593-321-2
Authors
Peijie Huang  Chinese Academy of Sciences, Beijing, China and Graduate University of Chinese Academy of Sciences, Beijing, China
Wencheng Wang  State Key Lab of Computer Science, Institute of Software and Chinese Academy of Sciences, Beijing, China
Gang Yang  State Key Lab of Computer Science, Institute of Software, Chinese Academy of Sciences, Beijing, China andBeijing Forestry University, Beijing, China
Enhua Wu  State Key Lab of Computer Science, Institute of Software, Chinese Academy of Sciences, Beijing, China and University of Macau, Macao, China
Sponsors
ACM: Association for Computing Machinery
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

This paper presents a novel scheme for accelerating ray traversal computation in ray tracing. By the scheme, a pre-computed stage is applied to constructing what is called a traversal field for each rigid object that records the destinations for all possible incoming rays. The field data, which could be efficiently compressed offline, is stored in a small number of big rectangles called ray-relays that enclose each approximate convex segment of an object. In the ray-tracing stage, the records on relays are retrieved in a constant time, so that a ray traversal is implemented as a simple texture lookup on GPU. Thus, the performance of our approach is only related to the number of relays rather than scene size, while the number of relays is quite small. In addition, because the traversal fields only depend on the internal construction of each convex segment, they can be used to ray trace objects undergoing rigid motions at a negligible extra cost. Experimental results show that interactive rates could be achieved for dynamic scenes with the effects of specular reflections and refractions on an ordinary desk PC with GPU.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Collaborative Colleagues:
Peijie Huang: colleagues
Wencheng Wang: colleagues
Gang Yang: colleagues
Enhua Wu: colleagues