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Realtime Ray Tracing and Interactive Global Illumination - Scientific ...

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20 Chapter 3: A Brief Survey of <strong>Ray</strong> <strong>Tracing</strong> Acceleration Methods<br />

puter Graphics (like e.g. Glassner [Glassner89], Shirley [Shirley02, Shirley03],<br />

Möller-Haines [Akenine-Möller02] or introductory graphics [Foley97]), or to<br />

the original publications 4 .<br />

Outline<br />

All the different techniques that have been proposed over the last two decades<br />

can be structured <strong>and</strong> ordered in many different ways. Most commonly, this<br />

ordering is performed on the kind of “coherence” these different techniques<br />

employ 5 . However, though exploiting coherence undoubtedly most often is<br />

the key to fast <strong>and</strong> efficient ray tracing, the term coherence is used inconsistently<br />

by many different researchers, <strong>and</strong> many acceleration techniques<br />

actually use a mix of different kinds of coherence. As a consequence, the following<br />

summary of techniques will be ordered based on the goals that they<br />

try to achieve.<br />

Based on that, the different techniques that have been proposed over the<br />

last two decades can be roughly grouped into two categories: One category<br />

consists of techniques that aim at reducing the number of rays to be traced,<br />

which can be performed either by (re-)constructing an image with less samples<br />

on the image plane (e.g. through adaptive sampling), or by reducing<br />

the number of rays to be traced for each such sample (e.g. by shooting less<br />

shadow rays, or through pruning of the shading tree 6 ).<br />

Please note that many of these techniques are applicable to only a small<br />

subset of all the variants of ray tracing. For example, shadow caching (see<br />

below) can not be used to accelerate ray casting, <strong>and</strong> first hit optimizations<br />

will hardly benefit global illumination algorithms.<br />

4 Very extensive surveys of ray tracing articles (though usually not including the newer<br />

ones) can also be found in [Wilson93]<br />

5 Coherence refers the degree of similarity between two problems. Obviously, two similar<br />

problems can be solved faster if this similarity can be exploited in one or another way.<br />

<strong>Ray</strong> tracing contains many different forms of coherence that can be exploited, like e.g. ray<br />

coherence, temporal coherence, image space coherence, object coherence, ray coherence,<br />

memory access coherence, frame-to-frame coherence, etc.<br />

6 Note that the term “shading tree” (or shade tree) also has another, totally different<br />

meaning: The term “shade tree” is (as in this context) commonly used to refer to the tree<br />

formed by all secondary rays that have recursively been invoked by a given ray. This may<br />

not be confused with Cook’s “shade trees” (see [Cook84b]), which essentially form a way<br />

of elegantly expressing the way that a certain (single) ray is shaded, similar to a shading<br />

language. Though the term “ray tree” might be a better name for the former concept, the<br />

ambiguous term “shade tree” is already widely used in practive.

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