Proceedings of the 7th Conference on High-Performance Graphics 2015
DOI: 10.1145/2790060.2790061
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Efficient ray tracing of subdivision surfaces using tessellation caching

Abstract: Figure 1: Example subdivision surface scenes rendered with diffuse path tracing (up to 8 bounces, 7 − 12 secondary rays/primary ray).Right: the Courtyard scene (66K patches after feature-adaptive subdivision) is adaptively-tessellated into 1.4M triangles from scratch per frame, and ray traced with over 90M rays per second (including shading) on a high-end Intel R Xeon R processor system using our efficient lazy-build caching scheme. Left: four Barbarians embedded in the Sponza Atrium scene (426K patches) and a… Show more

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Cited by 23 publications
(13 citation statements)
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References 24 publications
(19 reference statements)
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“…First of all, our current work was not tested with displacement mapping. Fortunately, supporting displacement mapping has been reasonably well known [BWN*15], and our hierarchy can be extended in a similar manner with a larger error bound containing the displaced geometry. Nonetheless, the naive extension could be very conservative and will require more elaborated study for computing tight bounds.…”
Section: Results and Comparisonsmentioning
confidence: 99%
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“…First of all, our current work was not tested with displacement mapping. Fortunately, supporting displacement mapping has been reasonably well known [BWN*15], and our hierarchy can be extended in a similar manner with a larger error bound containing the displaced geometry. Nonetheless, the naive extension could be very conservative and will require more elaborated study for computing tight bounds.…”
Section: Results and Comparisonsmentioning
confidence: 99%
“…To avoid memory overflow caused by large scale models, this approach does not retain any of the subdivided patches in memory once rays terminate. To efficiently evaluate the underlying surface representation, Benthin et al also proposed to lazily tessellate necessary patches, while utilizing adaptive subdivision [BWN*15].…”
Section: Related Workmentioning
confidence: 99%
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“…Lazy build is a prominent technique that can reduce the construction cost because only the necessary AS is built on demand. Since Hunt et al [2007] first proposed the algorithm, some production renderers [Benthin et al 2015;Georgiev et al 2018] have introduced this feature in production. One downside is that it should queue rays hitting the object on which AS is being built.…”
Section: Related Workmentioning
confidence: 99%
“…The hardware graphics pipeline supports dynamic tessellation, in order to better match the geometric resolution to the spatial sampling resolution. Tessellation within ray tracing systems is desirable but non-trivial [Benthin et al 2015].…”
Section: Future Workmentioning
confidence: 99%