TY - CHAP A1 - Lier, Alexander A1 - Martinek, Magdalena A1 - Stamminger, Marc A1 - Selgrad, Kai T1 - A High-Resolution Compression Scheme for Ray Tracing Subdivision Surfaces with Displacement T2 - Proceedings of the ACM on Computer Graphics and Interactive Techniques N2 - Subdivision surfaces, especially with displacement, are one of the key modeling primitives used in high-quality rendering environments, such as, e.g., movie production. While their use easily maps to rasterization-based frameworks, they pose a significant challenge for ray tracing environments. This is due to the fact that incoherent access patterns require storing or caching fully tessellated and displaced meshes for efficient intersection computations. In this paper we use a two-tier hierarchy built on a scene's patches. It relies on compressed and quantized bounding volumes on the second tier to reduce the size of the BVH itself. Based on this acceleration structure, we propose a quantized, compact approximation for leaf nodes while being faithful to the underlying patch-geometry. We build on recent advances and present a system that shows competitive performance regarding run-time speed, which is close to full-resolution pre-tessellation methods as well as to previous compression approaches. Ultimately, we provide strong compression of up to a factor of 5: 1 compared to state-of-the-art methods while maintaining high geometrical fidelity surpassing similarly compact approximations and getting close to uncompressed geometry. KW - Displacement Mapping KW - omputing methodologies KW - Parametric curve and surface models KW - Production Rendering KW - ray tracing KW - Subdivision Surfaces Y1 - 2018 U6 - https://doi.org/10.1145/3233308 VL - 1 IS - 2 SP - 1 EP - 17 PB - The Association for Computers in Mathematics and Science Teaching ER - TY - CHAP A1 - Lier, Alexander A1 - Stamminger, Marc A1 - Selgrad, Kai T1 - CPU-Style SIMD Ray Traversal on GPUs T2 - Proceedings of the Conference on High-Performance Graphics N2 - In this paper we describe and evaluate an implementation of CPU-style SIMD ray traversal on the GPU. We show how spreading moderately wide BVHs (up to a branching factor of eight) across multiple threads in a warp can improve performance while not requiring expensive pre-processing. The presented ray-traversal method exhibits improved traversal performance especially for increasingly incoherent rays. KW - GPU KW - ray tracing KW - SIMD Y1 - 2018 SN - 9781450358965 U6 - https://doi.org/10.1145/3231578.3231583 SP - 1 EP - 4 PB - Association for Computing Machinery CY - New York, NY, USA ER -