“Faster ray packets – triangle intersection through vertex culling”




    Faster ray packets - triangle intersection through vertex culling


    To eliminate unnecessary ray packet-triangle intersection tests, we check for separation of two convex objects: a triangle and a frustum containing intersections of rays with a leaf node of an acceleration structure. We show a performance improvement that is proportional to the ratio of lengths of average leaf edge to triangle edge, which opens new possibilities for creation of better acceleration structures.


    1. Boulos S., Wald I., and Shirley P. 2006. Geometric and Arithmetic Culling Methods for Entire Ray Packets, Technical Report UUCS-06-10, SCI Institute, University of Utah.
    2. Kensler. J. and Shirley P. 2006. Optimizing Ray-Triangle Intersection via Automated Search. In Proceedings of the IEEE Symposium on Interactive Ray Tracing, 2006, 33–38.

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