Raytracing Prefiltered Occlusion for Aggregate Geometry
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This paper presents advancements in ray tracing performance by utilizing prefiltered occlusion techniques for aggregate geometry. Key areas of focus include enhancing hardware efficiency, optimizing single-ray intersection speed, and reducing sample counts through importance sampling and prefiltering methods for soft shadows. Employing a bounding volume hierarchy facilitates improved ray intersection and update time. The results demonstrate significant improvements in rendering times for complex scenes, suggesting future research directions in faster prefiltering and efficient geometry classification.
Raytracing Prefiltered Occlusion for Aggregate Geometry
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Presentation Transcript
Raytracing Prefiltered Occlusion for Aggregate Geometry Lacewell, D., Burley, B., Boulos, S. and Shirley, P. IEEE Symposium on Interactive Raytracing, 2008
Chasing Performance • Faster hardware • Faster single-ray intersection • Fewer samples • Importance sampling • Prefiltering
Soft Shadows (2M tris) Standard, 4 rays Prefiltered, 9 rays Standard, 25 rays 112 seconds 74 seconds 704 seconds
Bounding Volume Hierarchy - O(log N) ray intersection - O(N) update
Early Termination (opaque boxes) Triangles Opaque boxes
Early Termination (opaque boxes) Triangles Opaque boxes
Early Termination (prefiltered boxes) Triangles Prefiltered boxes
Soft Shadows (5M tris) Standard, 9 rays Prefiltered, 9 rays Standard, 49 rays 64 seconds 87 seconds 339 seconds
Ambient Occl. (3.8M triangles) Standard, 9 rays Prefiltered, 9 rays Standard, 36 rays 106 seconds 66 seconds 420 seconds
When to Update? • Whenever BVH is updated • Independent of lights • No update for instances
Conclusion • Simple to implement • Two runtime speedups: • Stop descending early • Less noise ==> Fewer rays • O(N) update • DC average often suffices
Short-Term Future Work • Faster prefiltering • Quantization • Out of core scenes • Indirect diffuse
Longer-Term Future Work Automatically classify geometry: • Nice mesh [Razor] • Aggregate and random [current paper] • Determine “correlation height” • Aggregate but not random [R-LOD?] • Buildings, vehicles, etc.