Two-level ray tracing with reordering for highly complex scenes
Johannes Hanika, Alexander Keller, Hendrik P. A. Lensch
Graphics Interface, May 2010, pp. 145--152.
Abstract: We introduce a ray tracing scheme, which is able to handle highly complex geometry modeled by the classic approach of surface patches tessellated to micro-polygons, where the number of micropolygons can exceed the available memory. Two techniques allow us to carry out global illumination computations in such scenes and to trace the resulting incoherent sets of rays efficiently. For one, we rely on a bottom-up technique for building the bounding volume hierarchy (BVH) over tessellated patches in time linear in the number of micro-polygons. Second, we present a highly parallel two-stage ray tracing algorithm, which minimizes the number of tessellation steps by reordering rays. The technique can accelerate rendering scenes that would result in billions of micro-polygons and efficiently handles complex shading operations.
BibTeX format:
@inproceedings{Hanika:2010:TRT,
  author = {Johannes Hanika and Alexander Keller and Hendrik P. A. Lensch},
  title = {Two-level ray tracing with reordering for highly complex scenes},
  booktitle = {Graphics Interface},
  pages = {145--152},
  month = may,
  year = {2010},
}
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