We propose a compact and efficient tetrahedral mesh representation to improve the ray-tracing performance. We reorder tetrahedral mesh data using a space-filling curve to improve cache locality. Most importantly, we propose an efficient ray traversal algorithm. We provide details of common ray tracing operations on tetrahedral meshes and give the GPU implementation of our traversal method. We demonstrate our findings through a set of comprehensive experiments. Our method outperforms existing tetrahedral mesh-based traversal methods and yields comparable results to the traversal methods based on the state of the art acceleration structures such as k-dimensional (k-d) trees and Bounding Volume Hierarchies (BVHs).
翻译:我们提出一个精密而高效的四面网格图示,以改善射线跟踪性能。我们用一个填充空间曲线重新排序四面网格数据,以改善缓存地点。最重要的是,我们建议一个高效的射线穿行算法。我们提供了四面网格的常见射线追踪操作的细节,并给出了我们穿梭方法的通用射线跟踪操作。我们通过一系列综合实验展示了我们的调查结果。我们的方法优于现有的四面网格穿行方法和与基于诸如K-维(k-d)树和直径量高度(BVHs)等艺术加速结构的跨行方法类似的结果。