Title: | On Importance of Scene Structure for Hardware-Accelerated Ray Tracing |
Authors: | Kacerik, Martin Bittner, Jiří |
Citation: | WSCG 2023: full papers proceedings: 1. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, p. 361-367. |
Issue Date: | 2023 |
Publisher: | Václav Skala - UNION Agency |
Document type: | konferenční příspěvek conferenceObject |
URI: | http://hdl.handle.net/11025/54444 |
ISBN: | 978-80-86943-32-9 |
ISSN: | 2464–4617 (print) 2464–4625 (CD/DVD) |
Keywords: | sledování paprsků v reálném čase;urychlovací struktury;ohraničující hierarchie svazků |
Keywords in different language: | real-time ray tracing;acceleration structures;bounding volume hierarchies |
Abstract in different language: | Ray tracing is typically accelerated by organizing the scene geometry into an acceleration data structure. Hardware accelerated ray tracing, available through modern graphics APIs, exposes an interface to the acceleration structure (AS) builder that constructs it given the input scene geometry. However, this process is opaque, with limited knowledge and control over the internal algorithm. Additional control is available through the layout of the AS builder input data, the geometry of the scene structured in a user-defined way. In this work, we evaluate the impact of a different scene structuring on the run time performance of the ray-triangle intersections in the context of hardware-accelerated ray tracing. We discuss the possible causes of significantly different outcomes (up to 1.4 times) for the same scene and identify a potential to reduce the cost by automatic input structure optimization. |
Rights: | © Václav Skala - UNION Agency |
Appears in Collections: | WSCG 2023: Full Papers Proceedings |
Files in This Item:
File | Description | Size | Format | |
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G29-full.pdf | Plný text | 2,32 MB | Adobe PDF | View/Open |
Please use this identifier to cite or link to this item:
http://hdl.handle.net/11025/54444
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