“Adaptive Tetrahedral Grids for Volumetric Path-Tracing” by Benyoub and Dupuy
Conference:
Type(s):
Title:
- Adaptive Tetrahedral Grids for Volumetric Path-Tracing
Session/Category Title:
- Character Animation Make Some Noise
Presenter(s)/Author(s):
Moderator(s):
Abstract:
We advertise the use of tetrahedral grids constructed via the longest edge bisection algorithm for rendering volumetric data with path tracing. The key benefits of such grids is two-fold. First, they provide a highly adaptive space-partitioning representation that limits the memory footprint of volumetric assets. Second, each (tetrahedral) cell has exactly 4 neighbors within the volume (one per face of each tetrahedron) or less at boundaries. We leverage these properties to devise optimized algorithms and data-structures to compute and path-trace adaptive tetrahedral grids on the GPU. In practice, our GPU implementation outperforms regular grids by up to a speed-up factor of 30 and allows to render production assets in real time at 32 samples per pixel.
References:
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[4] Valerio Pascucci. 2004. Isosurface computation made simple: hardware acceleration, adaptive refinement and tetrahedral stripping(VISSYM’04). Eurographics Association.
[5] Maria-Cecilia Rivara. 1991. Local modification of meshes for adaptive and/or multigrid finite-element methods. J. Comput. Appl. Math. 36, 1 (1991).
[6] Manuel Scholz, Jan Bender, and Carsten Dachsbacher. 2015. Real-Time Isosurface Extraction With View-Dependent Level of Detail and Applications. Computer Graphics Forum 34, 1 (2015).
[7] Kenneth Weiss and Leila De Floriani. 2008. Multiresolution Interval Volume Meshes. In IEEE/ EG Symposium on Volume and Point-Based Graphics, Hans-Christian Hege, David Laidlaw, Renato Pajarola, and Oliver Staadt (Eds.). The Eurographics Association.


