New Reliable Algorithm of Ray Tracing. through Hexahedral Mesh

Size: px
Start display at page:

Download "New Reliable Algorithm of Ray Tracing. through Hexahedral Mesh"

Transcription

1 Applied Mathematical Sciences, Vol. 8, 2014, no. 24, HIKARI Ltd, New Reliable Algorithm of Ray Tracing through Hexahedral Mesh R. P. Koptelov Ural Federal University 19 Mira St., Ekaterinburg, , Russia A. V. Lapteva Ural Federal University 19 Mira St., Ekaterinburg, , Russia Copyright 2014 R. P. Koptelov and A. V. Lapteva. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Abstract It is shown that some rays loss if the standard method of ray tracing with non uniform mesh is used. A new method is proposed which solves that problem of loosed rays. The method is slightly faster than the standard one. Keywords: ray tracing, mesh, hexahedron 1. Introduction Ray tracing is one of the most known methods for computation of light radiosity [4] or radiative heat rate [7]. Ray tracing is very time consuming therefore geometrical data structure is always used to accelerate the process. Such data structure may be kd-tree, Bounding Volume Hierarchy, uniform or hierarchical grid (mesh), see classic book [4] or modern review [11]. One separate data structure is non uniform mesh which is an approximation of initial model geometry. Last time an interest to using non uniform mesh is increased [3,6,8,9], but ray tracing methods for this data structure are not advanced.

2 1172 R. P. Koptelov and A. V. Lapteva There are several algorithms of ray tracing with uniform mesh (see the review [2]) differ in finding next cell and in calculation type (real or integer), but unfortunately they can t be applied for non uniform mesh. 2. Meshes used in the study Three meshes were used for tests in this study (fig. 1): a) Uniform cubic mesh a cube with 10 cells along all directions. Cells vertices are generated as follows: x = i; y = j; z = k. b) Oblique-angled uniform mesh with 10 cells along all directions. Cells vertices are generated as follows: x = i j k; y = j; z = k. Value 0.15 is chosen unconditionally and has no importance in the study. c) Non uniform mesh approximation of half of cylinder with longitudinal hole. This mesh with 14x29x11 cells was built in Gambit program. FIg. 1 Used meshes, ix, iy, iz directions of increasing i,j,k respectively 3. Standard ray tracing with non uniform hexahedral mesh Standard ray tracing is the following: for current cell ray-face intersections are tested until intersected face is not found [7] outlet face. Inlet face is not considered. In first ray-plane intersection point is calculated and then point in quadrilateral test is executed [1]. Quadrilateral is represented by intersection of four halfplanes. If point belongs to all four halfplanes then it belongs to the quadrilateral too [5]. Another way to bisect the quadrilateral into two triangles

3 New reliable algorithm of ray tracing 1173 [7] and to execute ray-triangle intersection tests [10]. In other relevant works [6,8,9] only tetrahedral mesh is used. Described standard method was applied to three meshes at fig. 1. Rays were traced such that each ray was started and finished at centers of two different boundary faces. It was found that ray can travel very close or exactly through an edge between two cells or through a vertex between eight cells. In this cases no faces intersected by the ray is found due to calculation errors. In other words algorithm reports that ray doesn t exit from any face of current cell and further tracing is impossible. So, some rays are loosed. Number of loosed rays for various meshes is shown in table 1. Table 1. Rays loosing with standard ray tracing Mesh Traced rays Loosed rays a (13.8 %) b (12.7 %) c ( %) Obvious way is to introduce a tolerance in point in quadrilateral test, i.e. virtually expand faces, but as shown further this doesn t solve the problem. Suppose it is needed to determine outlet face for cell C1 (fig. 2a). If face 2 is tested first then face 2 becomes outlet face and at the next step outlet face for cell C2 will be searched. But face 4 is not intersected by the ray, so ray tracing fails even with introduced tolerance. Another case is shown at fig. 2b: ray passes face 3 and goes into C3. Ray-face intersections against faces 4,5,6 is initiated. If face 4 is tested first then algorithm will report that ray outs through face 4 fail case. Summary, introduced tolerance is not a solution of loosing rays problem. FIg. 2 2D illustration of various ray loosing cases

4 1174 R. P. Koptelov and A. V. Lapteva 5 New reliable ray tracing algorithm without ray loosing Let first remember standard ray-plane intersection algorithm [1]: 1) Let one has line equation x r = O + tr with O - point at the line, R - direction vector; and plane equation N x p + D = 0 with N - plane normal vector, D - distance from the plane to the origin. 2) Test that line is not parallel to the plane: z = R N > ε, ε - tolerance. 3) Calculate distance from O to intersection point at the plane: t p = ( D + O N ) / z. 4) Calculate intersection point in Cartesian coordinates: x = O + t R. Basic idea of proposed reliable method: if no intersected faces were found forcibly choose the face with minimum distance from O. But this is not enough, for example, if current cell is C3 (fig. 2b), then among faces 4, 5 and 6 face 4 is the nearest. Plane of face 4 is even closer to O than plane of face 3. Therefore solution is to take into account faces orientation. Let all faces are oriented outside of the current cell (fig. 2c). Then only faces that have acute angle between ray and their normal vectors ( R N > 0 ) have to be tested. If no intersection is found choose the face with minimum distance from O among faces with R N > 0. Proposed method is applied to ray tracing through three meshes (fig. 1) and no rays were loosed. Normal vectors are precomputed and stored separately for each cell to accelerate ray tracing. In proposed algorithm ray-face intersection point calculation and point in quadrilateral test are not mandatory. Both algorithms are reliable and have similar performance. Performance of three ray tracing methods (standard, new one with calculation of ray-face intersection point and new one without calculation of ray-face intersection point) is shown in table 2. Table 2. Ray tracing time Time, sec Mesh New method Standard With calculation of Without calculation of method intersection point intersection point a b c p

5 New reliable algorithm of ray tracing 1175 Standard method shows the smallest time for meshes a and b because for loosen rays (13.8 % and 12.7 %) tracing was performed only partially. If all rays are traced properly then standard method may give more time by values 13.8 % and 12.7 %, i.e and 1.25 sec respectively more than those of new method. New method with calculation of intersection point is faster than new method without calculation of intersection point for meshes a and b, and is slower for mesh c. Advantage of the first variant is that process is stopped as soon as first face is intersected by the ray, other faces are rejected. Advantage of the second variant is that Cartesian coordinates of intersection point and point in quadrilateral test are rejected. 6. Conclusions Khown methods of ray tracing through uniform mesh cannot be applied for non uniform mesh, and standard method of ray tracing through non uniform mesh leads to problem of loosen rays if ray travels very close or exactly through an edge between two cells or through a vertex between eight cells. New reliable ray tracing method is proposed that ensures right tracing of all rays through non uniform mesh: 1) For each cell all faces are oriented outside of the current cell. 2) Only faces having acute angle between ray and their normal vectors have to be tested. 3) If no intersected faces were found forcibly choose the face with minimum distance from ray start. Normal vectors are precomputed and stored separately for each cell to accelerate ray tracing. Possible subject for future work is saving storage space. References [1] D. Badouel. An Efficient Ray-Polygon Intersection. In A. Glassner, editor, Graphics Gems I, pages Academic Press, [2] B. Cosenza. A survey on exploiting grids for ray tracing. Eurographics Italian Chapter Conference, 2008, pp [3] J. Favre, R. Lohner. Ray tracing with a space-filling finite element mesh». International journal for numerical methods in engineering, 1994, 37, pp

6 1176 R. P. Koptelov and A. V. Lapteva [4] A.S. Glassner. An introduction to ray tracing, Academic Press, [5] E. Haines, Point in Poligon Strategies. In P.S. Heckbert, editor, Graphics Gems IV, pp Academic Press, [6] A. Lagae, P. Dutre. Accelerating ray tracing using constrained tetrahedralizations. Eurographics Symposium on Rendering, 2008, 27(4), pp [7] S. Mazumder. Methods to accelerate ray tracing in the Monte Carlo method for surface-to-surface radiation transport. Trans. ASME. J. Heat Transfer, 2008, Vol: 128, No: 9. [8] G. Marmitt, P. Slusallek. Fast ray traversal of unstructured volume data using Plucker tests. Technical report. Computer Graphics Lab, Saarland University, [9] G. Marmitt, P. Slusallek. Fast ray traversal of tetrahedral and hexahedral meshes for direct volume rendering. Eurographics IEEE-VGTC Symposium on Rendering, [10] T. Müller and B. Trumbore, Fast, Minimum Storage Ray-Triangle Intersection, Journal of Graphics Tools, 1997, pp [11] I. Wald, W.R. Mark, J. Gunther, S. Boulos, T. Ize et al. State of the Art in Ray Tracing Animated Scenes Computer graphics forum, 2009, 28(6) pp Received: January 31, 2014

Ray Tracing. Cornell CS4620/5620 Fall 2012 Lecture Kavita Bala 1 (with previous instructors James/Marschner)

Ray Tracing. Cornell CS4620/5620 Fall 2012 Lecture Kavita Bala 1 (with previous instructors James/Marschner) CS4620/5620: Lecture 37 Ray Tracing 1 Announcements Review session Tuesday 7-9, Phillips 101 Posted notes on slerp and perspective-correct texturing Prelim on Thu in B17 at 7:30pm 2 Basic ray tracing Basic

More information

Accelerated Ambient Occlusion Using Spatial Subdivision Structures

Accelerated Ambient Occlusion Using Spatial Subdivision Structures Abstract Ambient Occlusion is a relatively new method that gives global illumination like results. This paper presents a method to accelerate ambient occlusion using the form factor method in Bunnel [2005]

More information

Lecture 11: Ray tracing (cont.)

Lecture 11: Ray tracing (cont.) Interactive Computer Graphics Ray tracing - Summary Lecture 11: Ray tracing (cont.) Graphics Lecture 10: Slide 1 Some slides adopted from H. Pfister, Harvard Graphics Lecture 10: Slide 2 Ray tracing -

More information

The Generalized Stability Indicator of. Fragment of the Network. II Critical Performance Event

The Generalized Stability Indicator of. Fragment of the Network. II Critical Performance Event Applied Mathematical Sciences, Vol. 7, 2013, no. 113, 5627-5632 HIKARI Ltd, www.m-hikari.com http://dx.doi.org/10.12988/ams.2013.38472 The Generalized Stability Indicator of Fragment of the Network. II

More information

Mesh Repairing and Simplification. Gianpaolo Palma

Mesh Repairing and Simplification. Gianpaolo Palma Mesh Repairing and Simplification Gianpaolo Palma Mesh Repairing Removal of artifacts from geometric model such that it becomes suitable for further processing Input: a generic 3D model Output: (hopefully)a

More information

Disconnection Probability of Graph on Two Dimensional Manifold: Continuation

Disconnection Probability of Graph on Two Dimensional Manifold: Continuation Applied Mathematical Sciences, Vol. 10, 2016, no. 40, 2003-2011 HIKARI Ltd, www.m-hikari.com http://dx.doi.org/10.12988/ams.2016.63123 Disconnection Probability of Graph on Two Dimensional Manifold: Continuation

More information

782 Schedule & Notes

782 Schedule & Notes 782 Schedule & Notes Tentative schedule - subject to change at a moment s notice. This is only a guide and not meant to be a strict schedule of how fast the material will be taught. The order of material

More information

Spatial Data Structures

Spatial Data Structures 15-462 Computer Graphics I Lecture 17 Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) April 1, 2003 [Angel 9.10] Frank Pfenning Carnegie

More information

Topics. Ray Tracing II. Intersecting transformed objects. Transforming objects

Topics. Ray Tracing II. Intersecting transformed objects. Transforming objects Topics Ray Tracing II CS 4620 Lecture 16 Transformations in ray tracing Transforming objects Transformation hierarchies Ray tracing acceleration structures Bounding volumes Bounding volume hierarchies

More information

Spatial Data Structures

Spatial Data Structures Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) [Angel 9.10] Outline Ray tracing review what rays matter? Ray tracing speedup faster

More information

Spatial Data Structures

Spatial Data Structures 15-462 Computer Graphics I Lecture 17 Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) March 28, 2002 [Angel 8.9] Frank Pfenning Carnegie

More information

kd-trees for Volume Ray-Casting

kd-trees for Volume Ray-Casting kd-trees for Volume Ray-Casting Anita Schilling Special Seminar for Computer Graphics 15. January 2009 Anita Schilling kd-trees for Volume Ray-Casting 1 / 39 Outline 1 Introduction 2 Ray-Voxel Intersection

More information

2) For any triangle edge not on the boundary, there is exactly one neighboring

2) For any triangle edge not on the boundary, there is exactly one neighboring Triangulating Trimmed NURBS Surfaces Chang Shu and Pierre Boulanger Abstract. This paper describes techniques for the piecewise linear approximation of trimmed NURBS surfaces. The problem, called surface

More information

Anti-aliased and accelerated ray tracing. University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell

Anti-aliased and accelerated ray tracing. University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell Anti-aliased and accelerated ray tracing University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell Reading Required: Watt, sections 12.5.3 12.5.4, 14.7 Further reading: A. Glassner.

More information

A Computational Study on the Number of. Iterations to Solve the Transportation Problem

A Computational Study on the Number of. Iterations to Solve the Transportation Problem Applied Mathematical Sciences, Vol. 8, 2014, no. 92, 4579-4583 HIKARI Ltd, www.m-hikari.com http://dx.doi.org/10.12988/ams.2014.46435 A Computational Study on the Number of Iterations to Solve the Transportation

More information

Topics. Ray Tracing II. Transforming objects. Intersecting transformed objects

Topics. Ray Tracing II. Transforming objects. Intersecting transformed objects Topics Ray Tracing II CS 4620 ations in ray tracing ing objects ation hierarchies Ray tracing acceleration structures Bounding volumes Bounding volume hierarchies Uniform spatial subdivision Adaptive spatial

More information

Regular Pentagon Cover for Triangles. of Perimeter Two

Regular Pentagon Cover for Triangles. of Perimeter Two pplied Mathematical Sciences, Vol. 7, 20, no. 2, 55-555 HIKRI Ltd, www.m-hikari.com Regular Pentagon over for Triangles of Perimeter Two anyat Sroysang epartment of Mathematics and Statistics, Faculty

More information

A Density Estimation Technique for Radiosity

A Density Estimation Technique for Radiosity A Density Estimation Technique for Radiosity M. astra C. Ureña J. Revelles R. Montes Departamento de enguajes y Sistemas Informáticos E.T.S.I. Informática. Universidad de Granada. C/Periodista Daniel Saucedo

More information

Effects needed for Realism. Ray Tracing. Ray Tracing: History. Outline. Foundations of Computer Graphics (Spring 2012)

Effects needed for Realism. Ray Tracing. Ray Tracing: History. Outline. Foundations of Computer Graphics (Spring 2012) Foundations of omputer Graphics (Spring 202) S 84, Lecture 5: Ray Tracing http://inst.eecs.berkeley.edu/~cs84 Effects needed for Realism (Soft) Shadows Reflections (Mirrors and Glossy) Transparency (Water,

More information

B-KD Trees for Hardware Accelerated Ray Tracing of Dynamic Scenes

B-KD Trees for Hardware Accelerated Ray Tracing of Dynamic Scenes B-KD rees for Hardware Accelerated Ray racing of Dynamic Scenes Sven Woop Gerd Marmitt Philipp Slusallek Saarland University, Germany Outline Previous Work B-KD ree as new Spatial Index Structure DynR

More information

Buffon Type Problems in Archimedean Tilings II

Buffon Type Problems in Archimedean Tilings II pplied Mathematical Sciences, Vol. 1, 16, no. 7, 199-16 HIKRI Ltd, www.m-hikari.com http://dx.doi.org/1.1988/ams.16.61 Buffon Type Problems in rchimedean Tilings II Salvatore Vassallo Università attolica

More information

Intersection Acceleration

Intersection Acceleration Advanced Computer Graphics Intersection Acceleration Matthias Teschner Computer Science Department University of Freiburg Outline introduction bounding volume hierarchies uniform grids kd-trees octrees

More information

CPSC GLOBAL ILLUMINATION

CPSC GLOBAL ILLUMINATION CPSC 314 21 GLOBAL ILLUMINATION Textbook: 20 UGRAD.CS.UBC.CA/~CS314 Mikhail Bessmeltsev ILLUMINATION MODELS/ALGORITHMS Local illumination - Fast Ignore real physics, approximate the look Interaction of

More information

Real Time Ray Tracing

Real Time Ray Tracing Real Time Ray Tracing Programação 3D para Simulação de Jogos Vasco Costa Ray tracing? Why? How? P3DSJ Real Time Ray Tracing Vasco Costa 2 Real time ray tracing : example Source: NVIDIA P3DSJ Real Time

More information

6.837 Introduction to Computer Graphics Final Exam Tuesday, December 20, :05-12pm Two hand-written sheet of notes (4 pages) allowed 1 SSD [ /17]

6.837 Introduction to Computer Graphics Final Exam Tuesday, December 20, :05-12pm Two hand-written sheet of notes (4 pages) allowed 1 SSD [ /17] 6.837 Introduction to Computer Graphics Final Exam Tuesday, December 20, 2011 9:05-12pm Two hand-written sheet of notes (4 pages) allowed NAME: 1 / 17 2 / 12 3 / 35 4 / 8 5 / 18 Total / 90 1 SSD [ /17]

More information

Accelerating Ray-Tracing

Accelerating Ray-Tracing Lecture 9: Accelerating Ray-Tracing Computer Graphics and Imaging UC Berkeley CS184/284A, Spring 2016 Course Roadmap Rasterization Pipeline Core Concepts Sampling Antialiasing Transforms Geometric Modeling

More information

Computer Graphics Ray Casting. Matthias Teschner

Computer Graphics Ray Casting. Matthias Teschner Computer Graphics Ray Casting Matthias Teschner Outline Context Implicit surfaces Parametric surfaces Combined objects Triangles Axis-aligned boxes Iso-surfaces in grids Summary University of Freiburg

More information

Ray Tracing I. History

Ray Tracing I. History History Ray Tracing came from the Physics of lens making. The process was that of drawing lines or rays through a glass shape to determine it s lens properties. It is also related to early perspective

More information

Vertex Graceful Labeling of C j C k C l

Vertex Graceful Labeling of C j C k C l Applied Mathematical Sciences, Vol. 8, 01, no. 8, 07-05 HIKARI Ltd, www.m-hikari.com http://dx.doi.org/10.1988/ams.01.5331 Vertex Graceful Labeling of C j C k C l P. Selvaraju 1, P. Balaganesan,5, J. Renuka

More information

Rainbow Vertex-Connection Number of 3-Connected Graph

Rainbow Vertex-Connection Number of 3-Connected Graph Applied Mathematical Sciences, Vol. 11, 2017, no. 16, 71-77 HIKARI Ltd, www.m-hikari.com https://doi.org/10.12988/ams.2017.612294 Rainbow Vertex-Connection Number of 3-Connected Graph Zhiping Wang, Xiaojing

More information

Ray Tracing Acceleration. CS 4620 Lecture 20

Ray Tracing Acceleration. CS 4620 Lecture 20 Ray Tracing Acceleration CS 4620 Lecture 20 2013 Steve Marschner 1 Will this be on the exam? or, Prelim 2 syllabus You can expect emphasis on topics related to the assignment (Shaders 1&2) and homework

More information

Homework 1: Implicit Surfaces, Collision Detection, & Volumetric Data Structures. Loop Subdivision. Loop Subdivision. Questions/Comments?

Homework 1: Implicit Surfaces, Collision Detection, & Volumetric Data Structures. Loop Subdivision. Loop Subdivision. Questions/Comments? Homework 1: Questions/Comments? Implicit Surfaces,, & Volumetric Data Structures Loop Subdivision Shirley, Fundamentals of Computer Graphics Loop Subdivision SIGGRAPH 2000 course notes Subdivision for

More information

Anti-aliased and accelerated ray tracing. University of Texas at Austin CS384G - Computer Graphics

Anti-aliased and accelerated ray tracing. University of Texas at Austin CS384G - Computer Graphics Anti-aliased and accelerated ray tracing University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell eading! equired:! Watt, sections 12.5.3 12.5.4, 14.7! Further reading:! A. Glassner.

More information

A Data Dependent Triangulation for Vector Fields

A Data Dependent Triangulation for Vector Fields A Data Dependent Triangulation for Vector Fields Gerik Scheuermann Hans Hagen Institut for Computer Graphics and CAGD Department of Computer Science University of Kaiserslautern, Postfach 3049, D-67653

More information

A Comparative Study on Optimization Techniques for Solving Multi-objective Geometric Programming Problems

A Comparative Study on Optimization Techniques for Solving Multi-objective Geometric Programming Problems Applied Mathematical Sciences, Vol. 9, 205, no. 22, 077-085 HIKARI Ltd, www.m-hikari.com http://dx.doi.org/0.2988/ams.205.42029 A Comparative Study on Optimization Techniques for Solving Multi-objective

More information

Lecture notes: Object modeling

Lecture notes: Object modeling Lecture notes: Object modeling One of the classic problems in computer vision is to construct a model of an object from an image of the object. An object model has the following general principles: Compact

More information

Shell: Accelerating Ray Tracing on GPU

Shell: Accelerating Ray Tracing on GPU Shell: Accelerating Ray Tracing on GPU Kai Xiao 1, Bo Zhou 2, X.Sharon Hu 1, and Danny Z. Chen 1 1 Department of Computer Science and Engineering, University of Notre Dame 2 Department of Radiation Oncology,

More information

Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)

Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI) Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Raytracing Global illumination-based rendering method Simulates

More information

Geometry Vocabulary. acute angle-an angle measuring less than 90 degrees

Geometry Vocabulary. acute angle-an angle measuring less than 90 degrees Geometry Vocabulary acute angle-an angle measuring less than 90 degrees angle-the turn or bend between two intersecting lines, line segments, rays, or planes angle bisector-an angle bisector is a ray that

More information

Ray Tracing with Spatial Hierarchies. Jeff Mahovsky & Brian Wyvill CSC 305

Ray Tracing with Spatial Hierarchies. Jeff Mahovsky & Brian Wyvill CSC 305 Ray Tracing with Spatial Hierarchies Jeff Mahovsky & Brian Wyvill CSC 305 Ray Tracing Flexible, accurate, high-quality rendering Slow Simplest ray tracer: Test every ray against every object in the scene

More information

Announcements. Written Assignment2 is out, due March 8 Graded Programming Assignment2 next Tuesday

Announcements. Written Assignment2 is out, due March 8 Graded Programming Assignment2 next Tuesday Announcements Written Assignment2 is out, due March 8 Graded Programming Assignment2 next Tuesday 1 Spatial Data Structures Hierarchical Bounding Volumes Grids Octrees BSP Trees 11/7/02 Speeding Up Computations

More information

An Interactive System for Heterogeneous 3D Volumetric Data Visualization

An Interactive System for Heterogeneous 3D Volumetric Data Visualization The 5th International Conference on Computer Science & Education Hefei, China. August 24 27, 2010 ThP13.10 An Interactive System for Heterogeneous 3D Volumetric Data Visualization Huanhuan Xu 1,2, Wuyi

More information

Fast Texture Based Form Factor Calculations for Radiosity using Graphics Hardware

Fast Texture Based Form Factor Calculations for Radiosity using Graphics Hardware Fast Texture Based Form Factor Calculations for Radiosity using Graphics Hardware Kasper Høy Nielsen Niels Jørgen Christensen Informatics and Mathematical Modelling The Technical University of Denmark

More information

Lecture 2 - Acceleration Structures

Lecture 2 - Acceleration Structures INFOMAGR Advanced Graphics Jacco Bikker - November 2017 - February 2018 Lecture 2 - Acceleration Structures Welcome! I x, x = g(x, x ) ε x, x + න S ρ x, x, x I x, x dx Today s Agenda: Problem Analysis

More information

TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students)

TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students) TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students) Saturday, January 13 th, 2018, 08:30-12:30 Examiner Ulf Assarsson, tel. 031-772 1775 Permitted Technical Aids None, except

More information

Moore Catholic High School Math Department

Moore Catholic High School Math Department Moore Catholic High School Math Department Geometry Vocabulary The following is a list of terms and properties which are necessary for success in a Geometry class. You will be tested on these terms during

More information

Chapter 11 Global Illumination. Part 1 Ray Tracing. Reading: Angel s Interactive Computer Graphics (6 th ed.) Sections 11.1, 11.2, 11.

Chapter 11 Global Illumination. Part 1 Ray Tracing. Reading: Angel s Interactive Computer Graphics (6 th ed.) Sections 11.1, 11.2, 11. Chapter 11 Global Illumination Part 1 Ray Tracing Reading: Angel s Interactive Computer Graphics (6 th ed.) Sections 11.1, 11.2, 11.3 CG(U), Chap.11 Part 1:Ray Tracing 1 Can pipeline graphics renders images

More information

Acceleration Data Structures

Acceleration Data Structures CT4510: Computer Graphics Acceleration Data Structures BOCHANG MOON Ray Tracing Procedure for Ray Tracing: For each pixel Generate a primary ray (with depth 0) While (depth < d) { Find the closest intersection

More information

Effects needed for Realism. Computer Graphics (Fall 2008) Ray Tracing. Ray Tracing: History. Outline

Effects needed for Realism. Computer Graphics (Fall 2008) Ray Tracing. Ray Tracing: History. Outline Computer Graphics (Fall 2008) COMS 4160, Lecture 15: Ray Tracing http://www.cs.columbia.edu/~cs4160 Effects needed for Realism (Soft) Shadows Reflections (Mirrors and Glossy) Transparency (Water, Glass)

More information

Research Article Polygon Morphing and Its Application in Orebody Modeling

Research Article Polygon Morphing and Its Application in Orebody Modeling Mathematical Problems in Engineering Volume 212, Article ID 732365, 9 pages doi:1.1155/212/732365 Research Article Polygon Morphing and Its Application in Orebody Modeling Hacer İlhan and Haşmet Gürçay

More information

Ray Tracing I. Internet Raytracing Competition

Ray Tracing I. Internet Raytracing Competition History Ray Tracing came from the Physics of lens making. The process was that of drawing lines or rays through a glass shape to determine it s lens properties. It is also related to early perspective

More information

Determining Differences between Two Sets of Polygons

Determining Differences between Two Sets of Polygons Determining Differences between Two Sets of Polygons MATEJ GOMBOŠI, BORUT ŽALIK Institute for Computer Science Faculty of Electrical Engineering and Computer Science, University of Maribor Smetanova 7,

More information

Interactive Isosurface Ray Tracing of Large Octree Volumes

Interactive Isosurface Ray Tracing of Large Octree Volumes Interactive Isosurface Ray Tracing of Large Octree Volumes Aaron Knoll, Ingo Wald, Steven Parker, and Charles Hansen Scientific Computing and Imaging Institute University of Utah 2006 IEEE Symposium on

More information

Rectilinear Crossing Number of a Zero Divisor Graph

Rectilinear Crossing Number of a Zero Divisor Graph International Mathematical Forum, Vol. 8, 013, no. 1, 583-589 HIKARI Ltd, www.m-hikari.com Rectilinear Crossing Number of a Zero Divisor Graph M. Malathi, S. Sankeetha and J. Ravi Sankar Department of

More information

The Number of Fuzzy Subgroups of Cuboid Group

The Number of Fuzzy Subgroups of Cuboid Group International Journal of Algebra, Vol. 9, 2015, no. 12, 521-526 HIKARI Ltd, www.m-hikari.com http://dx.doi.org/10.12988/ija.2015.5958 The Number of Fuzzy Subgroups of Cuboid Group Raden Sulaiman Department

More information

CS354 Computer Graphics Ray Tracing. Qixing Huang Januray 24th 2017

CS354 Computer Graphics Ray Tracing. Qixing Huang Januray 24th 2017 CS354 Computer Graphics Ray Tracing Qixing Huang Januray 24th 2017 Graphics Pipeline Elements of rendering Object Light Material Camera Geometric optics Modern theories of light treat it as both a wave

More information

Spatial Data Structures

Spatial Data Structures CSCI 420 Computer Graphics Lecture 17 Spatial Data Structures Jernej Barbic University of Southern California Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees [Angel Ch. 8] 1 Ray Tracing Acceleration

More information

Simulation in Computer Graphics Space Subdivision. Matthias Teschner

Simulation in Computer Graphics Space Subdivision. Matthias Teschner Simulation in Computer Graphics Space Subdivision Matthias Teschner Outline Introduction Uniform grid Octree and k-d tree BSP tree University of Freiburg Computer Science Department 2 Model Partitioning

More information

Spatial Data Structures

Spatial Data Structures CSCI 480 Computer Graphics Lecture 7 Spatial Data Structures Hierarchical Bounding Volumes Regular Grids BSP Trees [Ch. 0.] March 8, 0 Jernej Barbic University of Southern California http://www-bcf.usc.edu/~jbarbic/cs480-s/

More information

Stackless Ray Traversal for kd-trees with Sparse Boxes

Stackless Ray Traversal for kd-trees with Sparse Boxes Stackless Ray Traversal for kd-trees with Sparse Boxes Vlastimil Havran Czech Technical University e-mail: havranat f el.cvut.cz Jiri Bittner Czech Technical University e-mail: bittnerat f el.cvut.cz November

More information

Introduction to C omputational F luid Dynamics. D. Murrin

Introduction to C omputational F luid Dynamics. D. Murrin Introduction to C omputational F luid Dynamics D. Murrin Computational fluid dynamics (CFD) is the science of predicting fluid flow, heat transfer, mass transfer, chemical reactions, and related phenomena

More information

improving raytracing speed

improving raytracing speed ray tracing II computer graphics ray tracing II 2006 fabio pellacini 1 improving raytracing speed computer graphics ray tracing II 2006 fabio pellacini 2 raytracing computational complexity ray-scene intersection

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Last Time? The Traditional Graphics Pipeline Participating Media Measuring BRDFs 3D Digitizing & Scattering BSSRDFs Monte Carlo Simulation Dipole Approximation Today Ray Casting / Tracing Advantages? Ray

More information

Shading Techniques Denbigh Starkey

Shading Techniques Denbigh Starkey Shading Techniques Denbigh Starkey 1. Summary of shading techniques 2 2. Lambert (flat) shading 3 3. Smooth shading and vertex normals 4 4. Gouraud shading 6 5. Phong shading 8 6. Why do Gouraud and Phong

More information

Indirect Volume Rendering

Indirect Volume Rendering Indirect Volume Rendering Visualization Torsten Möller Weiskopf/Machiraju/Möller Overview Contour tracing Marching cubes Marching tetrahedra Optimization octree-based range query Weiskopf/Machiraju/Möller

More information

COMP 175 COMPUTER GRAPHICS. Ray Casting. COMP 175: Computer Graphics April 26, Erik Anderson 09 Ray Casting

COMP 175 COMPUTER GRAPHICS. Ray Casting. COMP 175: Computer Graphics April 26, Erik Anderson 09 Ray Casting Ray Casting COMP 175: Computer Graphics April 26, 2018 1/41 Admin } Assignment 4 posted } Picking new partners today for rest of the assignments } Demo in the works } Mac demo may require a new dylib I

More information

Unit 1, Lesson 1: Moving in the Plane

Unit 1, Lesson 1: Moving in the Plane Unit 1, Lesson 1: Moving in the Plane Let s describe ways figures can move in the plane. 1.1: Which One Doesn t Belong: Diagrams Which one doesn t belong? 1.2: Triangle Square Dance m.openup.org/1/8-1-1-2

More information

Prime Time (Factors and Multiples)

Prime Time (Factors and Multiples) CONFIDENCE LEVEL: Prime Time Knowledge Map for 6 th Grade Math Prime Time (Factors and Multiples). A factor is a whole numbers that is multiplied by another whole number to get a product. (Ex: x 5 = ;

More information

Ray Tracing Acceleration Data Structures

Ray Tracing Acceleration Data Structures Ray Tracing Acceleration Data Structures Sumair Ahmed October 29, 2009 Ray Tracing is very time-consuming because of the ray-object intersection calculations. With the brute force method, each ray has

More information

An angle that has a measure less than a right angle.

An angle that has a measure less than a right angle. Unit 1 Study Strategies: Two-Dimensional Figures Lesson Vocab Word Definition Example Formed by two rays or line segments that have the same 1 Angle endpoint. The shared endpoint is called the vertex.

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Last Time? The Traditional Graphics Pipeline Reading for Today A Practical Model for Subsurface Light Transport, Jensen, Marschner, Levoy, & Hanrahan, SIGGRAPH 2001 Participating Media Measuring BRDFs

More information

Design Intent of Geometric Models

Design Intent of Geometric Models School of Computer Science Cardiff University Design Intent of Geometric Models Frank C. Langbein GR/M78267 GR/S69085/01 NUF-NAL 00638/G Auckland University 15th September 2004; Version 1.1 Design Intent

More information

Ray Tracing Acceleration. CS 4620 Lecture 22

Ray Tracing Acceleration. CS 4620 Lecture 22 Ray Tracing Acceleration CS 4620 Lecture 22 2014 Steve Marschner 1 Topics Transformations in ray tracing Transforming objects Transformation hierarchies Ray tracing acceleration structures Bounding volumes

More information

Data Representation in Visualisation

Data Representation in Visualisation Data Representation in Visualisation Visualisation Lecture 4 Taku Komura Institute for Perception, Action & Behaviour School of Informatics Taku Komura Data Representation 1 Data Representation We have

More information

Accelerating Geometric Queries. Computer Graphics CMU /15-662, Fall 2016

Accelerating Geometric Queries. Computer Graphics CMU /15-662, Fall 2016 Accelerating Geometric Queries Computer Graphics CMU 15-462/15-662, Fall 2016 Geometric modeling and geometric queries p What point on the mesh is closest to p? What point on the mesh is closest to p?

More information

Parallel Physically Based Path-tracing and Shading Part 3 of 2. CIS565 Fall 2012 University of Pennsylvania by Yining Karl Li

Parallel Physically Based Path-tracing and Shading Part 3 of 2. CIS565 Fall 2012 University of Pennsylvania by Yining Karl Li Parallel Physically Based Path-tracing and Shading Part 3 of 2 CIS565 Fall 202 University of Pennsylvania by Yining Karl Li Jim Scott 2009 Spatial cceleration Structures: KD-Trees *Some portions of these

More information

Dynamic Ambient Occlusion and Indirect Lighting. Michael Bunnell NVIDIA Corporation

Dynamic Ambient Occlusion and Indirect Lighting. Michael Bunnell NVIDIA Corporation Dynamic Ambient Occlusion and Indirect Lighting Michael Bunnell NVIDIA Corporation Environment Lighting Environment Map + Ambient Occlusion + Indirect Lighting New Radiance Transfer Algorithm Useful for

More information

Design Intent of Geometric Models

Design Intent of Geometric Models School of Computer Science Cardiff University Design Intent of Geometric Models Frank C. Langbein GR/M78267 GR/S69085/01 NUF-NAL 00638/G Massey University 22nd September 2004; Version 1.0 Design Intent

More information

Collision Detection based on Spatial Partitioning

Collision Detection based on Spatial Partitioning Simulation in Computer Graphics Collision Detection based on Spatial Partitioning Matthias Teschner Computer Science Department University of Freiburg Outline introduction uniform grid Octree and k-d tree

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Final Projects Proposals due Thursday 4/8 Proposed project summary At least 3 related papers (read & summarized) Description of series of test cases Timeline & initial task assignment The Traditional Graphics

More information

Point Cloud Collision Detection

Point Cloud Collision Detection Point Cloud Collision Detection Uni Paderborn & Gabriel Zachmann Uni Bonn Point Clouds Modern acquisition methods (scanning, sampling synthetic objects) lead to modern object representations. Efficient

More information

Soft Shadows: Heckbert & Herf. Soft shadows. Heckbert & Herf Soft Shadows. Cornell University CS 569: Interactive Computer Graphics.

Soft Shadows: Heckbert & Herf. Soft shadows. Heckbert & Herf Soft Shadows. Cornell University CS 569: Interactive Computer Graphics. Soft Shadows: Heckbert & Herf Soft shadows [Michael Herf and Paul Heckbert] Cornell University CS 569: Interactive Computer Graphics Figure : Hard shadow images from 2 2 grid of sample points on light

More information

Heronian Mean Labeling of. Disconnected Graphs

Heronian Mean Labeling of. Disconnected Graphs International Journal of Contemporary Mathematical Sciences Vol. 12, 2017, no. 5, 201-208 HIKARI Ltd, www.m-hikari.com https://doi.org/10.12988/ijcms.2017.6841 Heronian Mean Labeling of Disconnected Graphs

More information

Hyperbola for Curvilinear Interpolation

Hyperbola for Curvilinear Interpolation Applied Mathematical Sciences, Vol. 7, 2013, no. 30, 1477-1481 HIKARI Ltd, www.m-hikari.com Hyperbola for Curvilinear Interpolation G. L. Silver 868 Kristi Lane Los Alamos, NM 87544, USA gsilver@aol.com

More information

Digits. Value The numbers a digit. Standard Form. Expanded Form. The symbols used to show numbers: 0,1,2,3,4,5,6,7,8,9

Digits. Value The numbers a digit. Standard Form. Expanded Form. The symbols used to show numbers: 0,1,2,3,4,5,6,7,8,9 Digits The symbols used to show numbers: 0,1,2,3,4,5,6,7,8,9 Value The numbers a digit represents, which is determined by the position of the digits Standard Form Expanded Form A common way of the writing

More information

Graceful Labeling for Some Star Related Graphs

Graceful Labeling for Some Star Related Graphs International Mathematical Forum, Vol. 9, 2014, no. 26, 1289-1293 HIKARI Ltd, www.m-hikari.com http://dx.doi.org/10.12988/imf.2014.4477 Graceful Labeling for Some Star Related Graphs V. J. Kaneria, M.

More information

Ennumeration of the Number of Spanning Trees in the Lantern Maximal Planar Graph

Ennumeration of the Number of Spanning Trees in the Lantern Maximal Planar Graph Applied Mathematical Sciences, Vol. 8, 2014, no. 74, 3661-3666 HIKARI Ltd, www.m-hikari.com http://dx.doi.org/10.12988/ams.2014.44312 Ennumeration of the Number of Spanning Trees in the Lantern Maximal

More information

Point Cloud Filtering using Ray Casting by Eric Jensen 2012 The Basic Methodology

Point Cloud Filtering using Ray Casting by Eric Jensen 2012 The Basic Methodology Point Cloud Filtering using Ray Casting by Eric Jensen 01 The Basic Methodology Ray tracing in standard graphics study is a method of following the path of a photon from the light source to the camera,

More information

Heronian Mean Labeling of Graphs

Heronian Mean Labeling of Graphs International Mathematical Forum, Vol. 12, 2017, no. 15, 705-713 HIKARI Ltd, www.m-hikari.com https://doi.org/10.12988/imf.2017.68108 Heronian Mean Labeling of Graphs S.S. Sandhya Department of Mathematics

More information

Mathematics Concepts 2 Exam 1 Version 4 21 September 2018

Mathematics Concepts 2 Exam 1 Version 4 21 September 2018 Mathematics Concepts 2 Exam 1 Version 4 21 September 2018 Name: Permissible Aides: The small ruler distributed by the proctor Prohibited: Class Notes Class Handouts Study Guides and Materials The Book

More information

CS 465 Program 5: Ray II

CS 465 Program 5: Ray II CS 465 Program 5: Ray II out: Friday 2 November 2007 due: Saturday 1 December 2007 Sunday 2 December 2007 midnight 1 Introduction In the first ray tracing assignment you built a simple ray tracer that

More information

Manipulating the Boundary Mesh

Manipulating the Boundary Mesh Chapter 7. Manipulating the Boundary Mesh The first step in producing an unstructured grid is to define the shape of the domain boundaries. Using a preprocessor (GAMBIT or a third-party CAD package) you

More information

9. Three Dimensional Object Representations

9. Three Dimensional Object Representations 9. Three Dimensional Object Representations Methods: Polygon and Quadric surfaces: For simple Euclidean objects Spline surfaces and construction: For curved surfaces Procedural methods: Eg. Fractals, Particle

More information

Spiral Back: Evaluate the following when x = -2 and y = 3 1) -4y x + (3+ x 2 ) Solve the following equations: 2) x 6 = -20 3) 2x 2 = -16 4)

Spiral Back: Evaluate the following when x = -2 and y = 3 1) -4y x + (3+ x 2 ) Solve the following equations: 2) x 6 = -20 3) 2x 2 = -16 4) Name: Date: / / Spiral Back: Evaluate the following when x = -2 and y = 3 1) -4y x + (3+ x 2 ) Let s see what you remember! Sticker Challenge! Solve the following equations: 2) x 6 = -20 3) 2x 2 = -16

More information

A Compact Cell Structure for Scientific Visualization

A Compact Cell Structure for Scientific Visualization A Compact Cell Structure for Scientific Visualization W.J. Schroeder Boris Yamrom GE Corporate Research & Development Schenectady, NY 12301 Abstract Well designed data structures and access methods are

More information

More Hidden Surface Removal

More Hidden Surface Removal Lecture 8 More Hidden Surface Removal Efficient Painter - binary space partition (BSP) tree Efficient Ray Casting - spatial partitioning (uniform, octrees) - bounding volumes Recall last lecture... front

More information

RACBVHs: Random Accessible Compressed Bounding Volume Hierarchies

RACBVHs: Random Accessible Compressed Bounding Volume Hierarchies RACBVHs: Random Accessible Compressed Bounding Volume Hierarchies Published at IEEE Transactions on Visualization and Computer Graphics, 2010, Vol. 16, Num. 2, pp. 273 286 Tae Joon Kim joint work with

More information

ON THE EMPTY CONVEX PARTITION OF A FINITE SET IN THE PLANE**

ON THE EMPTY CONVEX PARTITION OF A FINITE SET IN THE PLANE** Chin. Ann. of Math. 23B:(2002),87-9. ON THE EMPTY CONVEX PARTITION OF A FINITE SET IN THE PLANE** XU Changqing* DING Ren* Abstract The authors discuss the partition of a finite set of points in the plane

More information

Grid Creation Strategies for Efficient Ray Tracing

Grid Creation Strategies for Efficient Ray Tracing Grid Creation Strategies for Efficient Ray Tracing or How to pick the best grid resolution Thiago Ize Peter Shirley Steven G. Parker Motivation Single level grids mostly solved (Cleary and Wyvill 89) --

More information

Scientific Visualization Example exam questions with commented answers

Scientific Visualization Example exam questions with commented answers Scientific Visualization Example exam questions with commented answers The theoretical part of this course is evaluated by means of a multiple- choice exam. The questions cover the material mentioned during

More information