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Raytracing Prefiltered Occlusion for Aggregate Geometry well, D., Burley, B., Boulos, S. and Shirle EEE Symposium on Interactive Raytracing, 20

Raytracing Prefiltered Occlusion for Aggregate Geometry

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Raytracing Prefiltered Occlusion for Aggregate Geometry. Lacewell, D., Burley, B., Boulos, S. and Shirley, P. IEEE Symposium on Interactive Raytracing, 2008. Chasing Performance. Faster hardware Faster single-ray intersection Fewer samples Importance sampling Prefiltering. - PowerPoint PPT Presentation

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Page 1: Raytracing Prefiltered Occlusion for Aggregate Geometry

Raytracing Prefiltered Occlusion for Aggregate Geometry

Lacewell, D., Burley, B., Boulos, S. and Shirley, P.IEEE Symposium on Interactive Raytracing, 2008

Page 2: Raytracing Prefiltered Occlusion for Aggregate Geometry

Chasing Performance

• Faster hardware

• Faster single-ray intersection

• Fewer samples

• Importance sampling

• Prefiltering

Page 3: Raytracing Prefiltered Occlusion for Aggregate Geometry

Soft Shadows (2M tris)

Standard, 4 rays Prefiltered, 9 rays Standard, 25 rays

112 seconds 74 seconds 704 seconds

Page 4: Raytracing Prefiltered Occlusion for Aggregate Geometry

Bounding Volume Hierarchy

- O(log N) ray intersection

- O(N) update

Page 5: Raytracing Prefiltered Occlusion for Aggregate Geometry

Early Ray Termination

Page 6: Raytracing Prefiltered Occlusion for Aggregate Geometry

Early Termination (opaque boxes)

Triangles Opaque boxes

Page 7: Raytracing Prefiltered Occlusion for Aggregate Geometry

Bottom-up Prefiltering

Page 8: Raytracing Prefiltered Occlusion for Aggregate Geometry

Bottom-Up Prefiltering

Page 9: Raytracing Prefiltered Occlusion for Aggregate Geometry

Correlation Height

Page 10: Raytracing Prefiltered Occlusion for Aggregate Geometry

Correlation Height

Page 11: Raytracing Prefiltered Occlusion for Aggregate Geometry

Correlation Height

Page 12: Raytracing Prefiltered Occlusion for Aggregate Geometry

Early Termination (opaque boxes)

Triangles Opaque boxes

Page 13: Raytracing Prefiltered Occlusion for Aggregate Geometry

Early Termination (prefiltered boxes)

Triangles Prefiltered boxes

Page 14: Raytracing Prefiltered Occlusion for Aggregate Geometry

Prefiltered (converged), 81 rays

Page 15: Raytracing Prefiltered Occlusion for Aggregate Geometry

Regular, 81 rays, 3x slower

Page 16: Raytracing Prefiltered Occlusion for Aggregate Geometry

Regular, 169 rays, 6x slower

Page 17: Raytracing Prefiltered Occlusion for Aggregate Geometry

Variance Measurement

Page 18: Raytracing Prefiltered Occlusion for Aggregate Geometry

Cost of Transparency

Page 19: Raytracing Prefiltered Occlusion for Aggregate Geometry

Soft Shadows (5M tris)

Standard, 9 rays Prefiltered, 9 rays Standard, 49 rays

64 seconds 87 seconds 339 seconds

Page 20: Raytracing Prefiltered Occlusion for Aggregate Geometry

Ambient Occl. (3.8M triangles)

Standard, 9 rays Prefiltered, 9 rays Standard, 36 rays

106 seconds 66 seconds 420 seconds

Page 21: Raytracing Prefiltered Occlusion for Aggregate Geometry

When to Update?

• Whenever BVH is updated

• Independent of lights

• No update for instances

Page 22: Raytracing Prefiltered Occlusion for Aggregate Geometry

Memory Usage per Node

Page 23: Raytracing Prefiltered Occlusion for Aggregate Geometry

Total Mem. Usage (GB) 3x3 Cubemap per Node

0

0.5

1

1.5

2

2.5

3

3.5

4

Bush(2M) Tentacles(3.8M)

Bamboo(5M)

OriginalPrefiltered

Page 24: Raytracing Prefiltered Occlusion for Aggregate Geometry

Reference

Page 25: Raytracing Prefiltered Occlusion for Aggregate Geometry

3x3 Cubemap

Page 26: Raytracing Prefiltered Occlusion for Aggregate Geometry

DC (average of 3x3 cubemap)

Page 27: Raytracing Prefiltered Occlusion for Aggregate Geometry

DC (ortho average)

Page 28: Raytracing Prefiltered Occlusion for Aggregate Geometry

Ad-hoc

Page 29: Raytracing Prefiltered Occlusion for Aggregate Geometry

Reference

Page 30: Raytracing Prefiltered Occlusion for Aggregate Geometry

12x12 Cubemap

Page 31: Raytracing Prefiltered Occlusion for Aggregate Geometry

DC (average of 12x12 cubemap)

Page 32: Raytracing Prefiltered Occlusion for Aggregate Geometry

Conclusion

• Simple to implement

• Two runtime speedups:

• Stop descending early

• Less noise ==> Fewer rays

• O(N) update

• DC average often suffices

Page 33: Raytracing Prefiltered Occlusion for Aggregate Geometry

Short-Term Future Work

• Faster prefiltering

• Quantization

• Out of core scenes

• Indirect diffuse

Page 34: Raytracing Prefiltered Occlusion for Aggregate Geometry

Longer-Term Future Work

Automatically classify geometry:

• Nice mesh [Razor]

• Aggregate and random [current paper]

• Determine “correlation height”

• Aggregate but not random [R-LOD?]

• Buildings, vehicles, etc.