Efficient Ray Tracing of Large 3D Scenes for Mobile Distributed Computing Environments
<p>Quantization of 3D geometry data.</p> "> Figure 2
<p>Comparison with ground truths. The left and middle columns display the images rendered by ray tracing the original and quantized triangular meshes, respectively. The right column then shows their differences with achieved PSNR values.</p> "> Figure 3
<p>Comparison with ground truth images (partially enlarged). For each triplet of images, the ground truth image (<b>middle</b>) is compared with our result (<b>right</b>), obtained by ray tracing the original and quantized triangular meshes, respectively. Even in the most problematic areas, the visual difference is quite negligible.</p> "> Figure 4
<p>Master–worker interaction model I ([<a href="#B7-sensors-22-00491" class="html-bibr">7</a>]). This framework, based on dynamic load balancing, significantly improves the computational efficiency of mobile distributed rendering by separating the tasks of image transmission and GPU ray tracing in the master and worker nodes.</p> "> Figure 5
<p>Master–worker interaction model II. As more workers participate, the increased communication between mobile devices becomes the dominating factor that harms the efficiency of distributed rendering. To overcome the problem, we propose adopting a simpler approach using static load balancing. Interestingly, the uneven load distribution across workers paradoxically improves the efficiency by effectively overlapping the tasks of image transmission and GPU ray tracing.</p> "> Figure 6
<p>The situation in which static load balancing is faster than dynamic load balancing. For mobile wireless networks where the communication overhead is quite high compared to the workload, the static load balancing method turns out to be often faster in distributed rendering.</p> "> Figure 7
<p>Example scenes and camera views tested. The figures in parentheses indicate the numbers of triangles in the respective scenes.</p> "> Figure 8
<p>Our mobile distributed ray tracing system in action. (<b>a</b>) Sixteen worker devices participated in the distributed rendering of the San Miguel scene with high complexity. (<b>b</b>) Tile images that were produced by different worker nodes are overlaid in different colors to show the work distribution.</p> "> Figure 9
<p>Mobile distributed ray tracingin AR and MR environments. Using the proposed mobile rendering system, it is possible to display ray-traced images at interactive frame rates on the displays of the tested AR and MR devices. By creating the optically-correct rendering effects such as shadow, reflection and refraction on these AR and MR devices, we can enhance the real scene images either captured by the AR device or perceived by the MR device, effectively augmenting the reality with 3D graphics.</p> ">
Abstract
:1. Introduction
2. Related Works
3. Space-Efficient Representation of 3D Geometry for Mobile Distributed Ray Tracing
3.1. Reducing the Size of the Triangular Mesh
3.1.1. Quantization of Vertex Attributes
3.1.2. Analysis of Triangular-Mesh Compression
3.2. Reducing the Size of the Spatial Acceleration Structure
3.2.1. Enhancement of Memory-Space Efficiency of the kd-Tree
3.2.2. Analysis of kd-Tree Compression
4. Distributed Ray Tracing Framework for Mobile Cluster Computing
4.1. Strategy I: Dynamic Load Balancing
4.2. Strategy II: Static Load Balancing
5. Results
5.1. Spatial and Temporal Performances of Size Reduction Methods
5.2. Performances of Mobile Distributed Ray Tracing
5.3. Augmenting Images Produced by Mobile AR and MR Sensors Using Ray Tracing
6. Concluding Remarks
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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No.’s of Triangles | No.’s of Vertices | Size of Mesh (MB) | Size of kd-Tree (MB) | |
---|---|---|---|---|
Sponza | 279,163 | 193,372 | 9.1 | 13.1 |
Soda Hall | 2,167,474 | 4,192,793 | 152.8 | 86.0 |
San Miguel | 9,963,191 | 9,278,776 | 397.2 | 621.1 |
Power Plant | 12,748,510 | 10,960,555 | 480.4 | 603.7 |
Scene | Cell Resolution | # of Geom. Cells | Precision |
---|---|---|---|
Sponza | 65,532 | ||
Soda Hall | 65,319 | ||
San Miguel | 65,065 | ||
Power Plant | 65,472 |
Scene | Original (MB) | Qunatized (MB) | Compression Ratio |
---|---|---|---|
Sponza | 9.1 | 5.4 | 1.69 |
Soda Hall | 152.8 | 72.8 | 2.10 |
San Miguel | 397.2 | 220.2 | 1.80 |
Power Plant | 480.4 | 271.3 | 1.77 |
Scene | POS | POS/NORM | POS/NORM/TEX |
---|---|---|---|
Sponza | 42.80 | 42.59 | 33.39 |
Soda Hall | 38.57 | 36.29 | N/A |
San Miguel | 34.94 | 29.17 | 28.69 |
- no refl/refr | 35.17 | 35.13 | 33.50 |
Power Plant | 43.23 | 32.63 | N/A |
- no refl/refr | 43.23 | 41.10 | N/A |
(a) | |||
Scene | Standard | Choi et al. | Seo et al. |
Sponza | 13.1 | 8.3 (1.58) | 6.6 (1.98) |
Soda Hall | 86.0 | 50.1 (1.72) | 41.8 (2.06) |
San Miguel | 621.1 | 285.3 (2.18) | 205.3 (3.03) |
Power Plant | 603.7 | 321.0 (1.88) | 252.7 (2.39) |
(b) | |||
Scene | Choi et al. | Seo et al. | |
Sponza | 211/281/351 | 203/172/289 | |
Soda Hall | 1193/1537/1961 | 1170/1030/1685 | |
San Miguel | 9696/6392/12,892 | 5183/3014/8197 | |
Power Plant | 7066/10,300/12,216 | 6934/6553/10,210 | |
(c) | |||
Scene | Standard | Choi et al. | Seo et al. |
Sponza | 2632.4 | 2711.6 | 2776.6 (+2.4%) |
Soda Hall | 2788.1 | 2801.5 | 2936.9 (+4.8%) |
San Miguel * | - | 3489.5 | 3661.1 (+4.9%) |
Power Plant | - | 3091.1 | 3203.0 (+3.6%) |
Scene | Original (MB) | Ours (MB) | Compression Ratio |
---|---|---|---|
Sponza | 22.2 | 12.0 | 1.85 |
Soda Hall | 238.8 | 114.6 | 2.08 |
San Miguel | 1018.3 | 425.5 | 2.39 |
Power Plant | 1084.1 | 524.0 | 2.07 |
(a) One worker node participated | ||||
Original | T-Mesh | Kd-Tree | Both | |
Sponza | 2632.4 | 2832.2 | 2776.6 | 2905.4 |
(+7.6%) | (+5.5%) | (+10.4%) | ||
Soda Hall | 2788.1 | 2893.4 | 2936.9 | 3224.5 |
(+3.8%) | (+5.3%) | (+15.7%) | ||
San Miguel | – | 3487.6 | 3661.1 | 4257.8 |
Power Plant | – | 3102.2 | 3203.0 | 3862.6 |
(b) 16 worker nodes participated | ||||
Original | T-Mesh | Kd-Tree | Both | |
Sponza | 358.1 | 366.8 | 361.9 | 380.6 |
(+2.4%) | (+1.1%) | (+6.3%) | ||
Soda Hall | 321.5 | 343.1 | 342.3 | 347.8 |
(+6.7%) | (+6.5%) | (+8.2%) | ||
San Miguel | – | 409.2 | 428.5 | 433.4 |
Power Plant | – | 368.0 | 378.1 | 393.8 |
(a) One worker node participated | ||||
256 × 256 | 128 × 128 | 64 × 64 | 32 × 32 | |
Sponza | 3030.6 | 2905.4 | 3903.6 | 5754.2 |
Soda Hall | 3107.8 | 3224.5 | 3839.0 | 5639.8 |
San Miguel | 6208.7 | 6128.5 | 6744.9 | 8162.8 |
Power Plant | 3939.7 | 3862.6 | 4682.2 | 6845.1 |
(b) 16 worker nodes participated | ||||
256×256 | 128 × 128 | 64 × 64 | 32 × 32 | |
Sponza | 374.4 | 380.6 | 396.6 | 522.7 |
Soda Hall | 368.6 | 347.8 | 408.2 | 563.5 |
San Miguel | 678.1 | 647.5 | 660.6 | 698.7 |
Power Plant | 427.4 | 393.8 | 459.0 | 689.8 |
(a) Dynamic load balancing | |||||
1 | 2 | 4 | 8 | 16 | |
Sponza | 2763.2 | 1526.9 | 892.9 | 682.4 | 621.7 |
(1.000) | (0.905) | (0.774) | (0.506) | (0.278) | |
Soda Hall | 3184.5 | 1711.2 | 937.2 | 720.8 | 698.7 |
(1.000) | (0.930) | (0.849) | (0.552) | (0.285) | |
San Miguel | 5129.6 | 2883.7 | 1658.9 | 1293.2 | 1077.3 |
(1.000) | (0.889) | (0.761) | (0.496) | (0.298) | |
Power Plant | 3218.5 | 1799.4 | 951.3 | 759.5 | 724.1 |
(1.000) | (0.894) | (0.846) | (0.530) | (0.278) | |
(b) Static load balancing | |||||
1 | 2 | 4 | 8 | 16 | |
Sponza | 2905.4 | 1680.9 | 896.4 | 546.5 | 380.6 |
(1.000) | (0.864) | (0.810) | (0.665) | (0.477) | |
Soda Hall | 3224.5 | 1621.2 | 876.9 | 553.1 | 347.8 |
(1.000) | (0.994) | (0.919) | (0.729) | (0.579) | |
San Miguel | 6128.5 | 3283.8 | 1828.7 | 1145.3 | 647.5 |
(1.000) | (0.933) | (0.838) | (0.669) | (0.592) | |
Power Plant | 3862.6 | 2218.0 | 1364.9 | 704.6 | 393.8 |
(1.000) | (0.871) | (0.707) | (0.685) | (0.613) |
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Seo, W.; Park, S.; Ihm, I. Efficient Ray Tracing of Large 3D Scenes for Mobile Distributed Computing Environments. Sensors 2022, 22, 491. https://doi.org/10.3390/s22020491
Seo W, Park S, Ihm I. Efficient Ray Tracing of Large 3D Scenes for Mobile Distributed Computing Environments. Sensors. 2022; 22(2):491. https://doi.org/10.3390/s22020491
Chicago/Turabian StyleSeo, Woong, Sanghun Park, and Insung Ihm. 2022. "Efficient Ray Tracing of Large 3D Scenes for Mobile Distributed Computing Environments" Sensors 22, no. 2: 491. https://doi.org/10.3390/s22020491
APA StyleSeo, W., Park, S., & Ihm, I. (2022). Efficient Ray Tracing of Large 3D Scenes for Mobile Distributed Computing Environments. Sensors, 22(2), 491. https://doi.org/10.3390/s22020491