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R-LODs: fast LOD-based ray tracing of massive models

Published: 07 September 2006 Publication History

Abstract

We present a novel LOD (level-of-detail) algorithm to accelerate ray tracing of massive models. Our approach computes drastic simplifications of the model and the LODs are well integrated with the kd-tree data structure. We introduce a simple and efficient LOD metric to bound the error for primary and secondary rays. The LOD representation has small runtime overhead and our algorithm can be combined with ray coherence techniques and cache-coherent layouts to improve the performance. In practice, the use of LODs can alleviate aliasing artifacts and improve memory coherence. We implement our algorithm on both 32-bit and 64-bit machines and are able to achieve up to 2–20 times improvement in frame rate of rendering models consisting of tens or hundreds of millions of triangles with little loss in image quality.

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  • (2024)Temporal Coherence-Based Distributed Ray Tracing of Massive ScenesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.321998230:2(1489-1501)Online publication date: 1-Feb-2024
  • (2018)A High-Resolution Compression Scheme for Ray Tracing Subdivision Surfaces with DisplacementProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/32333081:2(1-17)Online publication date: 24-Aug-2018
  • (2018)The Design and Evolution of Disney’s Hyperion RendererACM Transactions on Graphics10.1145/318215937:3(1-22)Online publication date: 27-Jul-2018
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  1. R-LODs: fast LOD-based ray tracing of massive models

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    Information

    Published In

    cover image The Visual Computer: International Journal of Computer Graphics
    The Visual Computer: International Journal of Computer Graphics  Volume 22, Issue 9
    September 2006
    355 pages

    Publisher

    Springer-Verlag

    Berlin, Heidelberg

    Publication History

    Published: 07 September 2006

    Author Tags

    1. Cache coherence
    2. LODs
    3. Layouts
    4. Massive models
    5. Ray tracing
    6. kd-trees

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    Cited By

    View all
    • (2024)Temporal Coherence-Based Distributed Ray Tracing of Massive ScenesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.321998230:2(1489-1501)Online publication date: 1-Feb-2024
    • (2018)A High-Resolution Compression Scheme for Ray Tracing Subdivision Surfaces with DisplacementProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/32333081:2(1-17)Online publication date: 24-Aug-2018
    • (2018)The Design and Evolution of Disney’s Hyperion RendererACM Transactions on Graphics10.1145/318215937:3(1-22)Online publication date: 27-Jul-2018
    • (2018)Reflection reprojection using temporal coherenceThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-017-1358-934:4(517-529)Online publication date: 1-Apr-2018
    • (2017)A Compressed Representation for Ray Tracing Parametric SurfacesACM Transactions on Graphics10.1145/3072959.295387736:4(1)Online publication date: 16-Jul-2017
    • (2017)Time-Continuous Quasi-Monte Carlo Ray TracingComputer Graphics Forum10.1111/cgf.1298536:6(354-367)Online publication date: 1-Sep-2017
    • (2016)A Compressed Representation for Ray Tracing Parametric SurfacesACM Transactions on Graphics10.1145/295387736:1(1-13)Online publication date: 15-Nov-2016
    • (2016)Aggregate G-Buffer Anti-Aliasing -Extended Version-IEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2016.258607322:10(2215-2228)Online publication date: 31-Aug-2016
    • (2016)Efficient GPU out-of-core visualization of large-scale CAD models with voxel representationsAdvances in Engineering Software10.1016/j.advengsoft.2016.05.00699:C(73-80)Online publication date: 1-Sep-2016
    • (2016)An efficient GPU out-of-core framework for interactive rendering of large-scale CAD modelsComputer Animation and Virtual Worlds10.1002/cav.170427:3-4(231-240)Online publication date: 1-May-2016
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