Accelerated Entry Point Search Algorithm for Real Time Ray Tracing
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2009Citation:
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, 37Download Item:
Abstract:
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.
Author's Homepage:
http://people.tcd.ie/fowlerchttp://people.tcd.ie/scollins
http://people.tcd.ie/manzkem
http://people.tcd.ie/fowlerc
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PUBLISHEDSlovakia
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Spring Conference on Computer GraphicsType of material:
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real-time ray-tracing, MLRTA, BVH, kD-tree, traversal algorithmMetadata
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