We present an efficient approach for interactive ray tracing of deformable or animated models. Unlike many of the recent approaches for ray tracing static scenes, we use bounding volume hierarchies (BVHs) instead of kd-trees as the underlying acceleration structure. Our algorithm makes no assumptions about the simulation or the motion of objects in the scene and dynamically updates or recomputes the BVHs. We also describe a method to detect BVH quality degradation during the simulation in order to determine when the hierarchy needs to be rebuilt. Furthermore, we show that the ray coherence techniques introduced for kd-trees can be naturally extended to BVHs and yield similar improvements. Finally, we compare BVHs to spatial kd-trees, which have been used recently as a replacement for AABB hierarchies. Our algorithm has been applied to different scenarios arising in animation and simulation and consisting of tens of thousands to a million triangles. In practice, our system can ray trace these models at 3-13 frames a second on a desktop PC including secondary rays.
Monte Carlo integration is firmly established as the basis for most practical realistic image synthesis algorithms because of its flexibility and generality. However, the visual quality of rendered images often suffers from estimator variance, which appears as visually distracting noise. Adaptive sampling and reconstruction algorithms reduce variance by controlling the sampling density and aggregating samples in a reconstruction step, possibly over large image regions. In this paper we survey recent advances in this area. We distinguish between "a priori" methods that analyze the light transport equations and derive sampling rates and reconstruction filters from this analysis, and "a posteriori" methods that apply statistical techniques to sets of samples to drive the adaptive sampling and reconstruction process. They typically estimate the errors of several reconstruction filters, and select the best filter locally to minimize error. We discuss advantages and disadvantages of recent state-of-the-art techniques, and provide visual and quantitative comparisons. Some of these techniques are proving useful in real-world applications, and we aim to provide an overview for practitioners and researchers to assess these approaches. In addition, we discuss directions for potential further improvements.
We present a novel, hybrid parallel continuous collision detection (HPCCD) method that exploits the availability of multi-core CPU and GPU architectures. HPCCD is based on a bounding volume hierarchy (BVH) and selectively performs lazy reconstructions. Our method works with a wide variety of deforming models and supports selfcollision detection. HPCCD takes advantage of hybrid multi-core architectures -using the general-purpose CPUs to perform the BVH traversal and culling while GPUs are used to perform elementary tests that reduce to solving cubic equations. We propose a novel task decomposition method that leads to a lock-free parallel algorithm in the main loop of our BVH-based collision detection to create a highly scalable algorithm. By exploiting the availability of hybrid, multi-core CPU and GPU architectures, our proposed method achieves more than an order of magnitude improvement in performance using four CPU-cores and two GPUs, compared to using a single CPU-core. This improvement results in an interactive performance, up to 148 fps, for various deforming benchmarks consisting of tens or hundreds of thousand triangles.
We present a novel method for computing cache-oblivious layouts of large meshes that improve the performance of interactive visualization and geometric processing algorithms. Given that the mesh is accessed in a reasonably coherent manner, we assume no particular data access patterns or cache parameters of the memory hierarchy involved in the computation. Furthermore, our formulation extends directly to computing layouts of multi-resolution and bounding volume hierarchies of large meshes. We develop a simple and practical cache-oblivious metric for estimating cache misses. Computing a coherent mesh layout is reduced to a combinatorial optimization problem. We designed and implemented an out-of-core multilevel minimization algorithm and tested its performance on unstructured meshes composed of tens to hundreds of millions of triangles. Our layouts can significantly reduce the number of cache misses. We have observed 2−20 times speedups in view-dependent rendering, collision detection, and isocontour extraction without any modification of the algorithms or runtime applications.
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