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dc.contributor.authorBenthin, Carstenen_US
dc.contributor.authorPeters, Christophen_US
dc.contributor.editorBikker, Jaccoen_US
dc.contributor.editorGribble, Christiaanen_US
dc.date.accessioned2023-06-25T09:03:57Z
dc.date.available2023-06-25T09:03:57Z
dc.date.issued2023
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14868
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14868
dc.description.abstractIn recent work, Nanite has demonstrated how to rasterize virtualized micro-poly geometry in real time, thus enabling immense geometric complexity. We present a system that employs similar methods for real-time ray tracing of micro-poly geometry. The geometry is preprocessed in almost the same fashion: Nearby triangles are clustered together and clusters get merged and simplified to obtain hierarchical level of detail (LOD). Then these clusters are compressed and stored in a GPU-friendly data structure. At run time, Nanite selects relevant clusters, decompresses them and immediately rasterizes them. Instead of rasterization, we decompress each selected cluster into a small bounding volume hierarchy (BVH) in the format expected by the ray tracing hardware. Then we build a complete BVH on top of the bounding volumes of these clusters and use it for ray tracing. Our BVH build reaches more than 74% of the attainable peak memory bandwidth and thus it can be done per frame. Since LOD selection happens per frame at the granularity of clusters, all triangles cover a small area in screen space.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.titleReal-Time Ray Tracing of Micro-Poly Geometry with Hierarchical Level of Detailen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersPrimitives, Surfaces, and Appearance Modeling
dc.description.volume42
dc.description.number8
dc.identifier.doi10.1111/cgf.14868
dc.identifier.pages6 pages


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