“Faster ray packets – triangle intersection through vertex culling” by Reshetov

  • ©Alexander Reshetov

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Title:

    Faster ray packets - triangle intersection through vertex culling

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Abstract:


    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.

References:


    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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