Authors:
Maxime Maria
;
Sébastien Horna
and
Lilian Aveneau
Affiliation:
University of Poitiers, France
Keyword(s):
Ray Tracing, Acceleration Structure, Constrained Delaunay Tetrahedralization.
Related
Ontology
Subjects/Areas/Topics:
Computer Vision, Visualization and Computer Graphics
;
High-Performance Computing and Parallel Rendering
;
Real-Time Rendering
;
Rendering
;
Rendering Algorithms
;
Volume Rendering
Abstract:
Acceleration structures are mandatory for ray-tracing applications, allowing to cast a large number of rays per second.
In 2008, Lagae and Dutr\'{e} have proposed to use Constrained
Delaunay Tetrahedralization (CDT) as an acceleration structure for ray tracing.
Our experiments show that their traversal algorithm is not suitable for GPU applications, mainly due to arithmetic errors.
This article proposes a new CDT traversal algorithm.
This new algorithm is more efficient than the previous ones: it uses
less arithmetic operations; it does not add extra thread divergence
since it uses a fixed number of operation; at last, it is robust with
32-bits floats, contrary to the previous traversal algorithms.
Hence, it is the first method usable both on CPU and GPU.