TY - JOUR
T1 - A fast Ray-tracing using bounding spheres and frustum Rays for dynamic scene rendering
AU - Suzuki, Ken Ichi
AU - Kaeriyama, Yoshiyuki
AU - Komatsu, Kazuhiko
AU - Egawa, Ryusuke
AU - Ohba, Nobuyuki
AU - Kobayashi, Hiroaki
N1 - Funding Information:
We thank Robyn Dunmore and Dave Taylor for their efforts in deploying and maintaining the thermistor array under difficult conditions. We thank two anonymous reviewers for constructive comments. We acknowledge the support of the Foundation for Research, Science and Technology, Grant UOC610 and the logistic support provided by Jack van Berkel, and the University of Canterbury.
PY - 2010
Y1 - 2010
N2 - Ray tracing is one of the most popular techniques for generating photo-realistic images. Extensive research and development work has made interactive static scene rendering realistic. This paper deals with interactive dynamic scene rendering in which not only the eye point but also the objects in the scene change their 3D locations every frame. In order to realize interactive dynamic scene rendering, RTRPS (Ray Tracing based on Ray Plane and Bounding Sphere), which utilizes the coherency in rays, objects, and grouped-rays, is introduced. RTRPS uses bounding spheres as the spatial data structure which utilizes the coherency in objects. By using bounding spheres, RTRPS can ignore the rotation of moving objects within a sphere, and shorten the update time between frames. RTRPS utilizes the coherency in rays by merging rays into a ray-plane, assuming that the secondary rays and shadow rays are shot through an aligned grid. Since a pair of ray-planes shares an original ray, the intersection for the ray can be completed using the coherency in the ray-planes. Because of the three kinds of coherency, RTRPS can significantly reduce the number of intersection tests for ray tracing. Further acceleration techniques for ray-plane-sphere and ray-triangle intersection are also presented. A parallel projection technique converts a 3D vector inner product operation into a 2D operation and reduces the number of floating point operations. Techniques based on frustum culling and binary-tree structured ray-planes optimize the order of intersection tests between ray-planes and a sphere, resulting in 50% to 90% reduction of intersection tests. Two ray-triangle intersection techniques are also introduced, which are effective when a large number of rays are packed into a ray-plane. Our performance evaluations indicate that RTRPS gives 13 to 392 times speed up in comparison with a ray tracing algorithm without organized rays and spheres. We found out that RTRPS also provides competitive performance even if only primary rays are used.
AB - Ray tracing is one of the most popular techniques for generating photo-realistic images. Extensive research and development work has made interactive static scene rendering realistic. This paper deals with interactive dynamic scene rendering in which not only the eye point but also the objects in the scene change their 3D locations every frame. In order to realize interactive dynamic scene rendering, RTRPS (Ray Tracing based on Ray Plane and Bounding Sphere), which utilizes the coherency in rays, objects, and grouped-rays, is introduced. RTRPS uses bounding spheres as the spatial data structure which utilizes the coherency in objects. By using bounding spheres, RTRPS can ignore the rotation of moving objects within a sphere, and shorten the update time between frames. RTRPS utilizes the coherency in rays by merging rays into a ray-plane, assuming that the secondary rays and shadow rays are shot through an aligned grid. Since a pair of ray-planes shares an original ray, the intersection for the ray can be completed using the coherency in the ray-planes. Because of the three kinds of coherency, RTRPS can significantly reduce the number of intersection tests for ray tracing. Further acceleration techniques for ray-plane-sphere and ray-triangle intersection are also presented. A parallel projection technique converts a 3D vector inner product operation into a 2D operation and reduces the number of floating point operations. Techniques based on frustum culling and binary-tree structured ray-planes optimize the order of intersection tests between ray-planes and a sphere, resulting in 50% to 90% reduction of intersection tests. Two ray-triangle intersection techniques are also introduced, which are effective when a large number of rays are packed into a ray-plane. Our performance evaluations indicate that RTRPS gives 13 to 392 times speed up in comparison with a ray tracing algorithm without organized rays and spheres. We found out that RTRPS also provides competitive performance even if only primary rays are used.
KW - Bounding sphere
KW - Bounding volume
KW - Computer graphics
KW - Intersection test
KW - Ray tracing
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U2 - 10.1587/transinf.E93.D.891
DO - 10.1587/transinf.E93.D.891
M3 - Article
AN - SCOPUS:77952328882
SN - 0916-8532
VL - E93-D
SP - 891
EP - 902
JO - IEICE Transactions on Information and Systems
JF - IEICE Transactions on Information and Systems
IS - 4
ER -