High-Performance Graphics 2017
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Browsing High-Performance Graphics 2017 by Subject "Computing methodologies Ray tracing"
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Item Extended Morton Codes for High Performance Bounding Volume Hierarchy Construction(ACM, 2017) Vinkler, Marek; Bittner, Jiří; Havran, Vlastimil; Vlastimil Havran and Karthik VaiyanathanWe propose an extension to the Morton codes used for spatial sorting of scene primitives. e extended Morton codes increase the coherency of the clusters resulting from the object sorting and work be er for non-uniform distribution of scene primitives. In particular, our codes are enhanced by encoding the size of the objects, applying adaptive ordering of the code bits, and using variable bit counts for di erent dimensions. We use these codes for constructing Bounding Volume Hierarchies (BVH) and show that the extended Morton code leads to higher quality BVH, particularly for the fastest available BVH build algorithms that heavily rely on spatial coherence of Morton code sorting. In turn, our method allows to achieve up to 54% improvement in the BVH quality especially for scenes with a non-uniform spatial extent and varying object sizes. Our method is easy to implement into any Morton code based build algorithm as it involves only a modi cation of the Morton code computation step.Item Hierarchical Multi-Layer Screen-Space Ray Tracing(ACM, 2017) Hofmann, Nikolai; Bogendörfer, Phillip; Stamminger, Marc; Selgrad, Kai; Vlastimil Havran and Karthik VaiyanathanIn this paper we present a method for fast screen-space ray tracing. Single-layer screen-space ray marching is an established tool in high-performance applications, such as games, where plausible and appealing results are more important than strictly correct ones. However, even in such tightly controlled environments, missing scene information can cause visible artifacts. is can be tackled by keeping multiple layers of screen-space information, but might not be a orable on severely limited time-budgets. Traversal speed of single-layer ray marching is commonly improved by multi-resolution schemes, from sub-sampling to stepping through mip-maps to achieve faster frame rates. We show that by combining these approaches, keeping multiple layers and tracing on multiple resolutions, images of higher quality can be computed rapidly. Figure 1 shows this for two scenes with multi-bounce re ections that would show strong artifacts when using only a single layer.