Affiliation:
1. Computer Graphics Group, University of Erlangen-Nuremberg
2. Visual Computing Group, University of Bayreuth
Abstract
Parametric surfaces are an essential modeling tool in computer aided design and movie production. Even though their use is well established in industry, generating ray-traced images adds significant cost in time and memory consumption. Ray tracing such surfaces is usually accomplished by subdividing the surfaces on the fly, or by conversion to a polygonal representation. However, on-the-fly subdivision is computationally very expensive, whereas polygonal meshes require large amounts of memory. This is a particular problem for parametric surfaces with displacement, where very fine tessellation is required to faithfully represent the shape. Hence, memory restrictions are the major challenge in production rendering. In this article, we present a novel solution to this problem. We propose a compression scheme for a priori Bounding Volume Hierarchies (BVHs) on parametric patches, that reduces the data required for the hierarchy by a factor of up to 48. We further propose an approximate evaluation method that does not require leaf geometry, yielding an overall reduction of memory consumption by a factor of 60 over regular BVHs on indexed face sets and by a factor of 16 over established state-of-the-art compression schemes. Alternatively, our compression can simply be applied to a standard BVH while keeping the leaf geometry, resulting in a compression rate of up to 2:1 over current methods. Although decompression generates additional costs during traversal, we can manage very complex scenes even on the memory restrictive GPU at competitive render times.
Funder
German Research Foundation
Publisher
Association for Computing Machinery (ACM)
Subject
Computer Graphics and Computer-Aided Design
Reference37 articles.
1. Direct and Fast Ray Tracing of NURBS Surfaces
2. Understanding the efficiency of ray traversal on GPUs
3. Pablo Bauszat Martin Eisemann and Marcus A. Magnor. 2010. The minimal bounding volume hierarchy. In Vision Modeling and Visualization. 227--234. Pablo Bauszat Martin Eisemann and Marcus A. Magnor. 2010. The minimal bounding volume hierarchy. In Vision Modeling and Visualization. 227--234.
4. Efficient ray tracing of subdivision surfaces using tessellation caching
5. Ptex: Per-Face Texture Mapping for Production Rendering
Cited by
5 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献
1. Locally-Adaptive Level-of-Detail for Hardware-Accelerated Ray Tracing;ACM Transactions on Graphics;2023-12-05
2. Mach-RT: A Many Chip Architecture for High Performance Ray Tracing;IEEE Transactions on Visualization and Computer Graphics;2022-03-01
3. Tessellation-free displacement mapping for ray tracing;ACM Transactions on Graphics;2021-12
4. Hardware-Accelerated Dual-Split Trees;Proceedings of the ACM on Computer Graphics and Interactive Techniques;2020-08-26
5. A High-Resolution Compression Scheme for Ray Tracing Subdivision Surfaces with Displacement;Proceedings of the ACM on Computer Graphics and Interactive Techniques;2018-08-24