art with code

2019-02-11

Beam acceleration

Noodling with beam-based acceleration. Tessellate bounding volume to N faces, connect them with N^2 beams, add primitives to beams, sort primitives inside beam, find containing beam for ray, traverse beam primitives from ray origin in ray direction.

Accelerate in-beam intersection by finding a set of primitives that completely cover the beam. Cut the beam at the rear-most primitive, tessellate the cutting plane, create new set of beams from beam entry to the cutting plane faces.

Bad: eats memory like crazy. Good: should be possible to do 2 beam classifies + 1-2 triangle intersects per ray on ~100ktri scenes. Let's see how it goes. (Also, see Fast Ray Tracing by Ray Classification (1987) by Arvo & Kirk)

Crazy = ~GB / 100ktris...

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