State of the Art in Ray Tracing Animated Scenes

Ingo Wald, William R. Mark, Johannes Günther, Solomon Boulos, Thiago Ize, Warren Hunt, Steven G. Parker, and Peter Shirley

Abstract

Ray trac­ing has long been a method of choice for off-line ren­der­ing, but tra­di­tion­ally was too slow for in­ter­ac­tive use. With faster hard­ware and al­go­rith­mic im­prove­ments this has re­cently changed, and real-time ray trac­ing is fi­nally within reach. How­ever, real-time ca­pa­bil­ity also opens up new prob­lems that do not ex­ist in an off-line en­vi­ron­ment. In par­tic­u­lar real-time ray trac­ing of­fers the op­por­tu­nity to in­ter­ac­tively ray trace mov­ing/animated scene con­tent. This presents a chal­lenge to the data struc­tures that have been de­vel­oped for ray trac­ing over the past few decades. Spa­tial data struc­tures cru­cial for fast ray trac­ing must be re­built or up­dated as the scene changes, and this can be­come a bot­tle­neck for the speed of ray trac­ing.

This bot­tle­neck has re­cent­ly re­ceived much at­ten­tion by re­searchers that has re­sulted in a mul­ti­tude of dif­fer­ent al­go­rithms, data struc­tures and strate­gies for han­dling an­i­mated scenes. The ef­fec­tive­ness of tech­niques for ray trac­ing dy­namic scenes vary dra­mat­i­cally de­pend­ing on de­tails such as scene com­plex­ity, model struc­ture, type of mo­tion and the co­herency of the rays. Con­se­quently, there is so far no ap­proach that is best in all cases, and de­ter­min­ing the best tech­nique for a par­tic­u­lar prob­lem can be a chal­lenge. In this State of the Art Re­port (STAR), we aim to sur­vey the dif­fer­ent ap­proaches to ray trac­ing an­i­mated scenes, dis­cussing their strengths and weak­nesses, and their re­la­tion­ship to other ap­proaches. The over­all goal is to help the reader choose the best ap­proach de­pend­ing on the sit­u­a­tion, and to ex­pose promis­ing ar­eas where there is po­ten­tial for al­go­rith­mic im­prove­ments.

Paper

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Computer Graphics Forum 28(6)
28 pages
11387 kb

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