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Construction of efficient kd-trees for static scenes using voxel-visibility heuristic
- Choi, Byeongjun;
- Chang, Byungjoon;
- Ihm, Insung
WEB OF SCIENCE
4SCOPUS
8초록
In the ray-tracing community, the surface-area heuristic (SAH) is used as a de facto standard strategy for building high-quality kd-trees. Although widely accepted as the best kd-tree construction method, it is based only on the surface-area measure, which often fails to reflect effectively the rendering characteristics of a given scene. This paper presents new cost metrics that help produce improved kd-trees for static scenes by considering the visibility of geometric objects, which can affect significantly the actual distribution of rays during ray tracing. Instead of the SAH, we apply a different heuristic based on the new concept of voxel visibility, which allows more sophisticated estimation of the chance of a voxel being hit by rays. The first cost metric we present aims at constructing a single kd-tree that is used to trace both primary and secondary rays, whereas the second one is more relevant to secondary rays, involving reflection/refraction or shadowing, whose distribution properties differ from those for primary rays. Our experiments, using both CPU-based and CPU-based computation with several test scenes, demonstrate that the presented cost metrics can reduce markedly the cost of ray-traversal computation and increase significantly the overall frame rate for ray tracing. (C) 2011 Elsevier Ltd. All rights reserved.
키워드
- 제목
- Construction of efficient kd-trees for static scenes using voxel-visibility heuristic
- 저자
- Choi, Byeongjun; Chang, Byungjoon; Ihm, Insung
- 발행일
- 2012-02
- 유형
- Article
- 권
- 36
- 호
- 1
- 페이지
- 38 ~ 48