RTSAH Traversal Order for Occlusion Rays

dc.contributor.authorIze, Thiagoen_US
dc.contributor.authorHansen, Charlesen_US
dc.contributor.editorM. Chen and O. Deussenen_US
dc.date.accessioned2015-02-27T10:21:02Z
dc.date.available2015-02-27T10:21:02Z
dc.date.issued2011en_US
dc.description.abstractWe 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.en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.identifier.doi10.1111/j.1467-8659.2011.01861.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2011.01861.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleRTSAH Traversal Order for Occlusion Raysen_US
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