RTSAH Traversal Order for Occlusion Rays
Abstract
We accelerate the finding of occluders in tree based acceleration structures, such as a packetized BVH and a single ray kd-tree, by deriving the ray termination surface area heuristic (RTSAH) cost model for traversing an occlusion ray through a tree and then using the RTSAH to determine which child node a ray should traverse first instead of the traditional choice of traversing the near node before the far node. We further extend RTSAH to handle materials that attenuate light instead of fully occluding it, so that we can avoid superfluous intersections with partially transparent objects. For scenes with high occlusion, we substantially lower the number of traversal steps and intersection tests and achieve up to 2x speedups.
BibTeX
@article {10.1111:j.1467-8659.2011.01861.x,
journal = {Computer Graphics Forum},
title = {{RTSAH Traversal Order for Occlusion Rays}},
author = {Ize, Thiago and Hansen, Charles},
year = {2011},
publisher = {The Eurographics Association and Blackwell Publishing Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2011.01861.x}
}
journal = {Computer Graphics Forum},
title = {{RTSAH Traversal Order for Occlusion Rays}},
author = {Ize, Thiago and Hansen, Charles},
year = {2011},
publisher = {The Eurographics Association and Blackwell Publishing Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2011.01861.x}
}