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Accelerating Ray Tracing using Constrained Tetrahedralizations

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Ray Traversal. Traverse tetrahedralization. One tetrahedron at a time ... Time complexity of ray traversal. Constrained tetrahedralization ... – PowerPoint PPT presentation

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Title: Accelerating Ray Tracing using Constrained Tetrahedralizations


1
Accelerating Ray Tracing usingConstrained
Tetrahedralizations
19th Eurographics Symposium on Rendering
  • Ares Lagae Philip Dutré

EGSR 2008
Wednesday, June 25th
2
Introduction
  • Acceleration structures for ray tracing
  • Computer graphics
  • BVH, kd-tree, grid
  • ? Mostly practical (complexity? dynamic
    geometry?)
  • Computational geometry
  • Delaunay triangulation
  • ? Mostly theoretical (theorems, proofs,
    implementations?)
  • ? Constrained tetrahedralizations

3
Introduction
  • ? Constrained tetrahedralizations

Construct constrained tetrahedralization as a
preprocess
Use constrained tetrahedralization during ray
traversal
4
Constrained Triangulation
  • 2D triangulation constraints (edges)

constraints
constrained Delaunay triangulation
conforming Delaunay triangulation
quality Delaunay triangulation
5
Constrained Tetrahedralization
  • 3D tetrahedralization constraints (faces)

constrained Delaunay tetrahedralization
quality Delaunay tetrahedralization
6
Construction
  • Piecewise linear complex (PLC)
  • Very general geometry representation
  • Arbitrary polygons, holes, non-manifold geometry,
  • Polygons must properly intersect
  • Tetrahedralizations cannot have intersecting
    faces
  • 1. Triangle soup ? PLC
  • Eliminate all self-intersections
  • 2. PLC ? constrained tetrahedralization
  • TetGen, CGAL

7
Ray Traversal
  • Ray traversal
  • Locate ray origin
  • Traverse tetrahedralization one tetrahedron at a
    time
  • Stop at constrained face

locate ray origin
traverse triangulation
8
Ray Traversal
  • Locate ray origin
  • Potentially costly
  • Accelerate
  • Linear search ? grid, monotone subdivision
  • Avoid by exploiting ray connectivity
  • Rays start at camera position or where previous
    ray ended

9
Ray Traversal
  • Traverse tetrahedralization
  • One tetrahedron at a time
  • Given entry face, determine exit face
  • Several methods

plane intersections
half space classification
scalar triple products
10
Ray Traversal
  • Example

ray hitting scene geometry
ray just missing scene geometry
11
Ray Tracing Cost
  • Comparison with kd-tree
  • Ray tracing cost number of tetrahedra / nodes
    visited

scene
quality Delaunay tetrahedralization
constrained Delaunay tetrahedralization
kd-tree
12
Ray Tracing Cost
  • Teapot-in-a-stadium problem

scene
quality Delaunay tetrahedralization
constrained Delaunay tetrahedralization
kd-tree
13
Advantages
  • Deforming and dynamic geometry
  • Deforming ? theoretical guarantee
  • Dynamic ? efficient update

14
Advantages
  • Time complexity of ray traversal
  • Constrained tetrahedralization
  • Linear in local geometric complexity
  • Hierarchical acceleration structures (kd-tree,
    bvh)
  • Logarithmic at best in global geometric
    complexity
  • No practical results yet
  • Effect might only show up for large scenes

15
Advantages
  • Optimal constrained tetrahedralizations
  • Weight tetrahedralization SAH for kd-trees
  • Unified data structure for global illumination
  • Associate data with vertices, edges, faces,
    tetrahedra
  • Level-of-detail
  • Meshes and triangulations use similar data
    structures

16
Disadvantages
  • Constructing constrained tetrahedralizations
  • TetGen, CGAL
  • Geometry preconditioning
  • Eliminating all self-intersections from triangle
    soup
  • Absolute performance
  • Limited testing, limited optimization

17
Conclusion Future Work
  • Conclusion
  • Constrained tetrahedralizations
  • have a number of unique and interesting
    properties and
  • offer several new perspectives on acceleration
    structures
  • Future work
  • Geometry preconditioning
  • More elaborate testing
  • Further explore advantages

18
Thanks!
  • Questions?

Acknowledgments Ares Lagae is a Postdoctoral
Fellow of the Research Foundation Flanders
(FWO) Peter Vangorp and Jurgen Laurijssen Jan
Welkenhuyzen from Materialize Tim Volodine
19
(No Transcript)
20
Numerical Robustness
  • Construction
  • Adaptive precision floating point arithmetic
  • Robust geometric predicates
  • ? Common practice in computational geometry
  • Traversal
  • Ignore robustness errors and degenerate cases
  • ? Common practice in computer graphic
  • Detection and correction is possible
  • ray parameters of plane intersections should be
    increasing
  • temporarily move points
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