216 spheres - low SVR | 1331 spheres | 2744 sphere - high SVR |
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Figure 1: Selected test scenes.
If we render two scenes with an equal number of occupied voxels, but with different distribution in space, a surface is usually found earlier in the more complex one. This tendency is illustrated in Figure 2, where dependency of the background traversal time on the scene complexity is shown. The shorter total traversed distance reduces render time, as can be clearly observed on the FRT time, since this is not influenced by a variable traversal step. Both the CD and the SMART curves are the result of two contradictory tendencies: smaller steps tend to increase the traversal time, while the shorter traversed distance decreases it. The first tendency prevails on the left side of the graph, where the time increases with increasing scene complexity, while the second tendency prevails on the opposite side. The longer traversal times for the SMART algorithm in comparison to that obtained for the CD algorithm are caused by geometric properties of the oct-tree structure (CD macro regions adapt better to the object shape than the oct-tree) and by complex oct-tree traversal algorithm.
Figure 2:
Dependency of the background traversal time on scene complexity.
On the basis of this experiment we see that the distance based algorithms can significantly speed up the background traversal phase of rendering by ray tracing. For a simple scene, the speed up can reach values around 10 in comparison to the FRT. Although this ratio decreases with growing scene complexity, the CD algorithm is faster than FRT even for such complex scenes, as e.g., that in Figure 1 with 1331 simulated objects.
The choice of the background traversal algorithm can influence the hit-miss test and ray-surface intersection computation. From this point of view, we compared two ways of the continuous line definition, based on
Figure 3: Detection of ray-surface intersection point in the case of the DDA
algorithm.
Figure 4: Detection of ray-surface intersection point in the case of the CD
algorithm.
Results of this experiment are summarized in Figure 5. The rendering times are expressed with respect to the best result reached.
The background traversal, although with 3D complexity, represents the shortest time interval since much more time is spent for the hit-miss test and the surface position detection. The bisect surface detection is slower for the 3D DDA than for the CD (more voxels involved), which is further slower than newt surface detection (derivatives). The 3D DDA hit-miss test also needs more time, due to more samples and trilinear interpolations.
We can see that the approach with uniform ray sampling needs nearly 3 times more time than that with samples on voxel faces.
Figure 5: Background traversal and surface detection
comparison results.
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