Multimedia Tools and Applications

, Volume 75, Issue 10, pp 5689–5700 | Cite as

Geometry transition method to improve ray-tracing precision

Article
  • 143 Downloads

Abstract

We propose a method for moving the view position to the origin and moving the coordinates of primitives so that they are at the same distance in order to improve ray-tracing precision. This approach exploits the principle that a floating-point number provides higher precision near zero. In this way, we can significantly reduce the number of self-intersections occurring in ray tracing that are caused by limited floating-point precision. The experimental results show that the number of self-intersections is reduced by up to 84.6 %. We also propose a hardware approach to resolve the computational overhead in the proposed algorithm. Its contribution to the hardware size is very small in comparison with the size of the entire ray-tracing hardware.

Keywords

3D graphics Ray tracing Rendering artifact Floating-point arithmetic 

References

  1. 1.
    Dammertz H, Keller A (2006) Improving ray tracing precision by object space intersection computation. In: Proceedings of the 2006 IEEE symposium on interactive ray tracing, pp 25–32Google Scholar
  2. 2.
    Game institute. http://www.gameinstitute.com/game-development/. Accessed 1 April 2014
  3. 3.
    Glassner A (ed) (1989) An introduction to ray tracing. Academic Press LtdGoogle Scholar
  4. 4.
    Goldberg D (1991) What every computer scientist should know about floating-point arithmetic. ACM Comput Surv (CSUR) 23:5–48CrossRefGoogle Scholar
  5. 5.
    Hanika J (2007) Fixed point hardware ray tracing, dissertation, Ulm UniversityGoogle Scholar
  6. 6.
    Heinly J, Recher S, Bensema K, Porch J, Gribble C (2009) Integer ray tracing. Journal of Graphics, GPU, and Game Tools 14:31–56CrossRefMATHGoogle Scholar
  7. 7.
    IEEE standard for binary floating-point arithmetic for microprocessor systmes ANSI/IEEE Std. 754 (1985)Google Scholar
  8. 8.
    Ize T (2013) Robust BVH ray traversal. Journal of Computer Graphics and Techniques 2(2):12–27MathSciNetGoogle Scholar
  9. 9.
    Keely S (2014) Reduced precision hardware for ray tracing. High Performance Graphics, pp 29–40Google Scholar
  10. 10.
    Nah JH, Kwon HJ, Kim DS, Jeong CH, Park J, Han TD, Manocha D, Park WC (2014) RayCore: A ray-tracing hardware architecture for mobile devices. ACM Trans Graph 33(5):162CrossRefGoogle Scholar
  11. 11.
    Park WC, Nah JH, Park JS, Lee KH, Kim DS, Kim SD, Park JH, Kim CG, Kang YS, Yang SB, Han TD (2008) An FPGA implementation of whitted-style ray tracing accelerator. IEEE Symposium on Interactive Ray Tracing:187–187Google Scholar
  12. 12.
    Pharr M, Humphreys G (2004) Physically based rendering from theory to implementation. Morgan Kaufmann PublishersGoogle Scholar
  13. 13.
    Suffern K (2007) Ray tracing from the ground up. A K PetersGoogle Scholar
  14. 14.
    Wald I (2004) Realtime ray tracing and interactive global illumination. Dissertation, Sarrland UniversityGoogle Scholar
  15. 15.
    Whitted T (1980) An improved illumination model for shaded display. Commun ACM 23(6):343–349CrossRefGoogle Scholar

Copyright information

© Springer Science+Business Media New York 2015

Authors and Affiliations

  1. 1.Department of Computer EngineeringSejong UniversitySeoulRepublic of Korea
  2. 2.LG electronicsSeoulRepublic of Korea

Personalised recommendations