COMP342 Lecture 15 Ray Tracing Efficiency 2 - PowerPoint PPT Presentation

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COMP342 Lecture 15 Ray Tracing Efficiency 2

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Use a tree structure to create a hierarchy of bounding cubes. You will get fewer voxels ... But the cell-skipping algorithm is NOT obvious (no matter what Geoff says) ... – PowerPoint PPT presentation

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Title: COMP342 Lecture 15 Ray Tracing Efficiency 2


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COMP342 Lecture 15Ray Tracing Efficiency 2
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Adaptive Subdivision
  • Instead of lots of little empty cells, make empty
    cells as big as possible
  • Use a tree structure to create a hierarchy of
    bounding cubes
  • You will get fewer voxels
  • Is there a down side?
  • Octrees/BSP trees/kd-trees

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Octrees
  • Divide until a cell has 1 object or is too small
  • Make it possible to raytrace CSG objects (later)
  • But the cell-skipping algorithm is NOT obvious
    (no matter what Geoff says)
  • Check out Ray Tracing News archives

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Neat Tricks
  • Limit recursion depth by contribution made to
    pixel
  • Keep a reference to the last object that caused a
    shadow
  • Do inside/outside test on triangles before plane
    intersection
  • Instead of
  • (b - a) x (p - a).n, (c - b) x (p - b).n, (a
    - c) x (p - c).n
  • do
  • (b - a) x (u - a).v, (c - b) x (u - b).v, (a
    - c) x (u - c).v
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