tions. However due to the lower geometric complex-
ity the absolute values aren’t as high. Our algorithm
performs traversal 1.53x faster than RAH in Cornell,
a significant reduction.
Finally for the Sponza scene we see a similar rel-
ative time spent in the traversal of the hierarchy vs
previous scenes. Even though the Sponza scene isn’t
subdivided into separate object meshes, we manage to
slightly outperform RAH at traversal.
6 CONCLUSIONS AND FUTURE
WORK
Our paper described an algorithm to create a Ray-
Space Hierarchy which markedly reduces the inter-
sections, required to ray-trace a scene, due to im-
proved coherency and a shallow BVH.
We achieved our goal of reducing intersections us-
ing a Ray-Space Hierarchy. This technique is orthog-
onal to the use of both Object and Space Hierarchies.
These can be used together to obtain even better re-
sults. Our results show a reduction in computed inter-
sections of 50% for shadow rays and 25% for reflec-
tion rays compared to previous state of the art RSHs.
There is room for improvements: Since the hash
determines how rays are sorted, an hierarchy will
improve if we enhance the ray spatial coherency.
We used spherical bounding volumes and a shallow
BVH. In the future we aim to combine our coher-
ent ray hierarchy with a deeper BVH to further de-
screase ray-primitive intersections e.g. (Bradshaw
and O’Sullivan, 2004).
ACKNOWLEDGEMENTS
This work was supported by national funds through
Fundac¸
˜
ao para a Ci
ˆ
encia e Tecnologia (FCT) with ref-
erence UID/CEC/50021/2013.
REFERENCES
Aila, T. and Karras, T. (2010). Architecture Considera-
tions for Tracing Incoherent Rays. In Proceedings of
the Conference on High Performance Graphics, pages
113–122. Eurographics Association.
Amanatides, J. (1984). Ray Tracing with Cones. SIG-
GRAPH Computer Graphics, 18(3):129–135.
Arvo, J. and Kirk, D. (1987). Fast Ray Tracing by Ray Clas-
sification. SIGGRAPH Computer Graphics, 21(4):55–
64.
Blelloch, G. E. (1990). Prefix Sums and their Applications.
Technical report, Carnegie Mellon University.
Bradshaw, G. and O’Sullivan, C. (2004). Adaptive Medial-
Axis Approximation for Sphere-tree Construction.
ACM Transactions on Graphics (TOG), 23(1):1–26.
Ericson, C. (2004). Real-Time Collision Detection. Series in
Interactive 3-D Technology. Morgan Kaufmann Pub-
lishers Inc.
Garanzha, K. and Loop, C. (2010). Fast Ray Sorting and
Breadth-First Packet Traversal for GPU Ray Tracing.
Computer Graphics Forum, 29(2):289–298.
G
¨
artner, B. (1999). Fast and Robust Smallest Enclosing
Balls. In Proceedings of the 7th Annual European
Symposium on Algorithms, ESA ’99, pages 325–338.
Springer-Verlag.
Glassner, A. S., editor (1990). Graphics Gems. Academic
Press, Inc.
Mattausch, O., Bittner, J., Jaspe, A., Gobbetti, E., Wimmer,
M., and Pajarola, R. (2015). CHC+RT: Coherent Hier-
archical Culling for Ray Tracing. Computer Graphics
Forum, 34(2):537–548.
Merrill, D. and Grimshaw, A. (2009). Parallel Scan for
Stream Architectures. Technical report, University of
Virginia, Department of Computer Science.
Merrill, D. G. and Grimshaw, A. S. (2010). Revisiting Sort-
ing for GPGPU Stream Architectures. In Proceedings
of the 19th International Conference on Parallel Ar-
chitectures and Compilation Techniques, PACT ’10,
pages 545–546. ACM.
M
¨
oller, T. (1997). A Fast Triangle-Triangle Intersection
Test. Journal of Graphic Tools, 2(2):25–30.
Mora, B. (2011). Naive Ray-Tracing: A Divide-And-
Conquer Approach. ACM Transactions on Graphics
(TOG), 30(5):117.
Pharr, M. and Fernando, R. (2005). GPU Gems 2: Pro-
gramming Techniques for High-Performance Graph-
ics and General-Purpose Computation. GPU Gems.
Addison-Wesley Professional.
Roger, D., Assarsson, U., and Holzschuch, N. (2007). Whit-
ted Ray-tracing for Dynamic Scenes Using a Ray-
space Hierarchy on the GPU. In Proceedings of the
18th Eurographics Conference on Rendering Tech-
niques, EGSR ’07, pages 99–110. Eurographics As-
sociation.
Sz
´
ecsi, L. (2006). The Hierarchical Ray Engine. In WSCG
Full Papers Proceedings, pages 249–256. V
´
aclav
Skala-UNION Agency.
Whitted, T. (1980). An Improved Illumination Model for
Shaded Display. Commun. ACM, 23(6):343–349.
GRAPP 2017 - International Conference on Computer Graphics Theory and Applications
202