Interactive Ray Tracing of Dynamic Scenes Tomáš DAVIDOVIČ Czech Technical University.

Slides:



Advertisements
Similar presentations
Sven Woop Computer Graphics Lab Saarland University
Advertisements

Christian Lauterbach COMP 770, 2/16/2009. Overview  Acceleration structures  Spatial hierarchies  Object hierarchies  Interactive Ray Tracing techniques.
Restart Trail for Stackless BVH Traversal Samuli Laine NVIDIA Research.
Ray tracing. New Concepts The recursive ray tracing algorithm Generating eye rays Non Real-time rendering.
Optimized Stencil Shadow Volumes
Graphics Pipeline.
1 Graphics CSCI 343, Fall 2013 Lecture 18 Lighting and Shading.
Physically Based Real-time Ray Tracing Ryan Overbeck.
Ray Tracing Ray Tracing 1 Basic algorithm Overview of pbrt Ray-surface intersection (triangles, …) Ray Tracing 2 Brute force: Acceleration data structures.
IIIT Hyderabad Hybrid Ray Tracing and Path Tracing of Bezier Surfaces using a mixed hierarchy Rohit Nigam, P. J. Narayanan CVIT, IIIT Hyderabad, Hyderabad,
Zhao Dong 1, Jan Kautz 2, Christian Theobalt 3 Hans-Peter Seidel 1 Interactive Global Illumination Using Implicit Visibility 1 MPI Informatik Germany 2.
Ray Tracing CMSC 635. Basic idea How many intersections?  Pixels  ~10 3 to ~10 7  Rays per Pixel  1 to ~10  Primitives  ~10 to ~10 7  Every ray.
Week 10 - Monday.  What did we talk about last time?  Global illumination  Shadows  Projection shadows  Soft shadows.
Two Methods for Fast Ray-Cast Ambient Occlusion Samuli Laine and Tero Karras NVIDIA Research.
Two-Level Grids for Ray Tracing on GPUs
Week 14 - Monday.  What did we talk about last time?  Bounding volume/bounding volume intersections.
RT06 conferenceVlastimil Havran On the Fast Construction of Spatial Hierarchies for Ray Tracing Vlastimil Havran 1,2 Robert Herzog 1 Hans-Peter Seidel.
Experiences with Streaming Construction of SAH KD Trees Stefan Popov, Johannes Günther, Hans-Peter Seidel, Philipp Slusallek.
Rasterization and Ray Tracing in Real-Time Applications (Games) Andrew Graff.
Fast and Accurate Soft Shadows using a Real-Time Beam Tracer Ravi Ramamoorthi Columbia Vision and Graphics Center Columbia University
CS6500 Adv. Computer Graphics © Chun-Fa Chang, Spring 2003 Object-Order vs. Screen-Order Rendering April 24, 2003.
Computer Graphics (Fall 2005) COMS 4160, Lecture 21: Ray Tracing
1 View Coherence Acceleration for Ray Traced Animation University of Colorado at Colorado Springs Master’s Thesis Defense by Philip Glen Gage April 19,
Specialized Acceleration Structures for Ray-Tracing Warren Hunt Bill Mark.
Ray Tracing Animated Scenes using Coherent Grid Traversal I Wald, T Ize, A Kensler, A Knoll, S Parker SCI Institute, University of Utah.
Ray Tracing Dynamic Scenes using Selective Restructuring Sung-eui Yoon Sean Curtis Dinesh Manocha Univ. of North Carolina at Chapel Hill Lawrence Livermore.
Optimized Subdivisions for Preprocessed Visibility Oliver Mattausch, Jiří Bittner, Peter Wonka, Michael Wimmer Institute of Computer Graphics and Algorithms.
Foundations of Computer Graphics (Spring 2010) CS 184, Lecture 14: Ray Tracing
Ray Tracing Outline For each pixel { Shoot ray r from eye to center of pixel with trace( r ) } function trace( r ) For each object { Find object with closest.
RT08, August ‘08 Large Ray Packets for Real-time Whitted Ray Tracing Ryan Overbeck Columbia University Ravi Ramamoorthi Columbia University William R.
Ray Tracing Primer Ref: SIGGRAPH HyperGraphHyperGraph.
Computer Graphics 2 Lecture x: Acceleration Techniques for Ray-Tracing Benjamin Mora 1 University of Wales Swansea Dr. Benjamin Mora.
Interactive Ray Tracing: From bad joke to old news David Luebke University of Virginia.
Ray Tracing and Photon Mapping on GPUs Tim PurcellStanford / NVIDIA.
Realtime Caustics using Distributed Photon Mapping Johannes Günther Ingo Wald * Philipp Slusallek Computer Graphics Group Saarland University ( * now at.
Project Raytracing. Content Goals Idea of Raytracing Ray Casting – Therory – Practice Raytracing – Theory – Light model – Practice Output images Conclusion.
Stefan PopovHigh Performance GPU Ray Tracing Real-time Ray Tracing on GPU with BVH-based Packet Traversal Stefan Popov, Johannes Günther, Hans- Peter Seidel,
On a Few Ray Tracing like Algorithms and Structures. -Ravi Prakash Kammaje -Swansea University.
An Evaluation of Existing BVH Traversal Algorithms for Efficient Multi-Hit Ray Tracing Jefferson Amstutz (SURVICE) Johannes Guenther (Intel) Ingo Wald.
Saarland University, Germany B-KD Trees for Hardware Accelerated Ray Tracing of Dynamic Scenes Sven Woop Gerd Marmitt Philipp Slusallek.
Understanding the Efficiency of Ray Traversal on GPUs Timo Aila Samuli Laine NVIDIA Research.
Interactive Rendering With Coherent Ray Tracing Eurogaphics 2001 Wald, Slusallek, Benthin, Wagner Comp 238, UNC-CH, September 10, 2001 Joshua Stough.
Fast BVH Construction on GPUs (Eurographics 2009) Park, Soonchan KAIST (Korea Advanced Institute of Science and Technology)
Department of Computer Science 1 Beyond CUDA/GPUs and Future Graphics Architectures Karu Sankaralingam University of Wisconsin-Madison Adapted from “Toward.
Hierarchical Penumbra Casting Samuli Laine Timo Aila Helsinki University of Technology Hybrid Graphics, Ltd.
- Laboratoire d'InfoRmatique en Image et Systèmes d'information
Basic Ray Tracing CMSC 435/634.
Memory Management and Parallelization Paul Arthur Navrátil The University of Texas at Austin.
Graphics Graphics Korea University cgvr.korea.ac.kr 1 Surface Rendering Methods 고려대학교 컴퓨터 그래픽스 연구실.
Ray Tracing Animated Scenes using Motion Decomposition Johannes Günther, Heiko Friedrich, Ingo Wald, Hans-Peter Seidel, and Philipp Slusallek.
Ray Tracing Fall, Introduction Simple idea  Forward Mapping  Natural phenomenon infinite number of rays from light source to object to viewer.
Compact, Fast and Robust Grids for Ray Tracing Ares Lagae & Philip Dutré 19 th Eurographics Symposium on Rendering EGSR 2008Wednesday, June 25th.
Advanced topics Advanced Multimedia Technology: Computer Graphics Yung-Yu Chuang 2006/01/04 with slides by Brian Curless, Zoran Popovic, Mario Costa Sousa.
Local Illumination and Shading
Virtual Light Field Group University College London Ray Tracing with the VLF (VLF-RT) Jesper Mortensen
Ray Tracing Optimizations
Ray Tracing Acceleration (5). Ray Tracing Acceleration Techniques Too Slow! Uniform grids Spatial hierarchies K-D Octtree BSP Hierarchical grids Hierarchical.
David Luebke3/12/2016 Advanced Computer Graphics Lecture 3: More Ray Tracing David Luebke
Path/Ray Tracing Examples. Path/Ray Tracing Rendering algorithms that trace photon rays Trace from eye – Where does this photon come from? Trace from.
IIIT, Hyderabad Ray Tracing Dynamic Scenes on the GPU Sashidhar Guntury Centre for Visual Information Technology IIIT, Hyderabad. India.
1 The Method of Precomputing Triangle Clusters for Quick BVH Builder and Accelerated Ray Tracing Kirill Garanzha Department of Software for Computers Bauman.
SHADOW CASTER CULLING FOR EFFICIENT SHADOW MAPPING JIŘÍ BITTNER 1 OLIVER MATTAUSCH 2 ARI SILVENNOINEN 3 MICHAEL WIMMER 2 1 CZECH TECHNICAL UNIVERSITY IN.
CSE 167 [Win 17], Lecture 15: Ray Tracing Ravi Ramamoorthi
Hybrid Ray Tracing and Path Tracing of Bezier Surfaces using a mixed hierarchy Rohit Nigam, P. J. Narayanan CVIT, IIIT Hyderabad, Hyderabad, India.
Two-Level Grids for Ray Tracing on GPUs
Real-Time Ray Tracing Stefan Popov.
Ray Tracing Acceleration Techniques
Hybrid Ray Tracing of Massive Models
Accelerated Single Ray Tracing for Wide Vector Units
Real-time Global Illumination with precomputed probe
Presentation transcript:

Interactive Ray Tracing of Dynamic Scenes Tomáš DAVIDOVIČ Czech Technical University

2 Three types of scenes Static scenes Contained movement Explosions…

3 Three types of scenes Related work Havran et al Etc???? Static scenes Build acceleration structure once Trace the structure many times

4 Three types of scenes Contained movement Build structure once Alter structure when necessary Trace many times Related work: Wald et al. 2007

5 Three types of scenes Explosions… Objects appear, disappear, move wildly Cannot alter structures Solution Rebuild every frame Use only once References Wald et al. 2007

6 What do we need? Optimize Build + Trace time! Good structure – slow build, fast trace Poor structure – fast build, slow trace Need to find the balance Fast build of acceleration structure Fast traversal Fast intersection Fast shading

7 What do we need? Optimize Build + Trace time! Fast build of acceleration structure Bounding Volume Hierarchy Surface Area Heuristic approx. [Wald et al.???] Fast traversal Packet tracing [Wald et al. ????] Fast intersection Vertex culling [Reshetov et al. ????] Fast shading

8 BVH – SAH cost ratio Influences: Depth of tree Triangles per leaf Ratio = 0.1 ~30 tris per leaf Depth ~20 Ratio = 1.0 ~3 tris per leaf Depth ~30

9 Packet traversal Packets of rays (16x16) Uses SIMD Traverse the tree Early hit Early miss When in leaf Intersect triangles

10 Intersection – Vertex Culling Packet - triangle Beam plane test Triangle edge test

11 Intersection – Vertex Culling Packet - triangle Beam plane test Triangle edge test Standard ray-tri test

12 Packet shading For all rays store: Hit point, view direction, normal, material Go through all hit materials Store Phong model coefficients Shoot light packets from light to hit points

13 Packet shading For all rays store: Hit point, view direction, normal, material Go through all hit materials Store Phong model coefficients Shoot light packets from light to hit points Compute Phong shading for the packet Using SIMD Add color to the picture

14 Models – no shading Happy Buddha 1M tris A10 218k tris Sibenik’s Cathedral 80k tris

15 Ray tracing performance less triangles Primary rays, packets 16x16, resolution 512x512

16 Build + trace performance less triangles Primary rays, packets 16x16, resolution 512x512

17 Vertex culling speedup Many combinations tested; packets 16x16 AB – only rays that hit leaf BP – Bouding planes test NF – Triangle edge and Near Far test

18 Shading “speedup” Packets 16x16, direct illumination, no textures

19 Summary and future work Can reach 4fps for 200k tris Optimal leaf sizes 2-4 tris per leaf for Trace optimal tris per leaf for Build + Trace optimal Combine acceleration structures Dynamic and static parts separated Try different acceleration structures BIH reported to be 2.5x faster (build)

Thank you for attention Questions? Tomáš DAVIDOVIČ Czech Technical University