English

Ray-Tracing With a Coherent Ray-Space Hierarchy

Graphics 2023-12-12 v1

Abstract

We present an algorithm for creating an n-level ray-space hierarchy (RSH) of coherent rays that runs on the GPU. Our algorithm uses rasterization to process the primary rays, then uses those results as the inputs for a RSH, that processes the secondary rays. The RSH algorithm generates bundles of rays; hashes them, according to their attributes; and sorts them. Thus we generate a ray list with adjacent coherent rays. To improve the rendering performance of the RSH vs a more classical approach. In addition the scenes geometry is partitioned into a set of bounding spheres, intersected with the RSH, to further decrease the amount of false ray bundle-primitive intersection tests. We show that our technique notably reduces the amount of ray-primitive intersection tests, required to render an image. In particular, it performs up to 50% better in this metric than other algorithms in this class.

Keywords

Cite

@article{arxiv.2312.06538,
  title  = {Ray-Tracing With a Coherent Ray-Space Hierarchy},
  author = {Nuno Reis and Vasco Costa and João M. Pereira},
  journal= {arXiv preprint arXiv:2312.06538},
  year   = {2023}
}
R2 v1 2026-06-28T13:47:20.992Z