vasco costa, joão m. pereira, joaquim a. jorgevasco costa, joão m. pereira, joaquim a. jorge...
TRANSCRIPT
E�cient Rectilinear Grids for Real-time Ray Tracing
Vasco Costa, João M. Pereira, Joaquim A. Jorge INESC-ID/Instituto Superior Técnico, University of Lisbon, Portugal
The left image shows a 661x145x259 regular grid, while on the right we show a 527x115x223 rectilinear grid subdivision, both applied to the San Miguel scene. Brighter yellow means more triangles were intersected in a cell, whereas light cyan means more traversals were done. The rectilinear grid ensures a tighter �t around triangles leading to more rapid rendering due to less intersections being computed.
Fairy Forest scene rendered with dot-normal shading, textures, and ambient occlusion.
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Fairy Forest Crytek Sponza Buddha San Miguel
Build
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regular rectilinear
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Fairy Forest Crytek Sponza Buddha San Miguel
Fram
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regular rectilinear
Build time in milliseconds (less is better) and frame rate per second (more is better) for selected scenes.
Rectilinear grids have construction times similar to regular grids yet feature much better rendering performance on non-homogeneous scenes such as Fairy Forest and San Miguel.
This work was supported by national funds through FCT - Fundação para a Ciência e Tecnologiaunder project PEst-OE/EEI/LA0021/2013