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Accelerated Entry Point Search Algorithm for Real Time Ray Tracing
Traversing an acceleration data structure, such as the Bounding Volume Hierarchy or kD-tree, takes a significant amount of the total time to render a frame in real-time ray tracing. We present a two phase algorithm based upon MLRTA for finding deep entry points in these tree acceleration data structures in order to speed up traversal. We compare this algorithm to a base MLRTA implementation. Our results indicate an across-the-board decrease in time to find the entry point and an increase in entry point depth. The overall performance of our real-time ray-tracing system shows an increase in frames per second of up to 36% over packet-tracing and 18% over MLRTA. The improvement is algorithmic and is therefore applicable to all architectures and implementations.
Keyword(s): real-time ray-tracing; MLRTA; BVH; kD-tree; traversal algorithm
Publication Date:
Type: Conference item
Peer-Reviewed: Yes
Language(s): English
Institution: Trinity College Dublin
Citation(s): Colin Fowler, Michael Manzke, Steven Collins, Accelerated Entry Point Search Algorithm for Real Time Ray Tracing, Spring Conference on Computer Graphics, Slovakia, April 25th 2009, 2009, 29, 37
Alternative Title(s): Spring Conference on Computer Graphics
File Format(s): application/pdf
First Indexed: 2014-05-13 05:44:58 Last Updated: 2014-05-13 05:44:58