Colin Fowler, Michael Manzke, Steven Collins, Accelerated Entry Point Search Algorithm for Real Time Ray Tracing, Spring Conference on Computer Graphics, Slovakia, April 25th 2009, 2009, 29, 37
Traversing an acceleration data structure, such as the Bounding Volume Hierarchy or kD-tree, takes a significant amount of the total time to render a frame in real-time ray tracing. We present a two phase algorithm based upon MLRTA for finding deep entry points in these tree acceleration data structures in order to speed up traversal.
We compare this algorithm to a base MLRTA implementation. Our results indicate an across-the-board decrease in time to find the entry point and an increase in entry point depth. The overall performance of our real-time ray-tracing system shows an increase in frames per second of up to 36% over packet-tracing and 18% over MLRTA. The improvement is algorithmic and is therefore applicable to all architectures and implementations.
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