Detail publikačního výsledku

Yet Faster Ray-Triangle Intersection (Using SSE4)

HAVEL, J.; HEROUT, A.

Originální název

Yet Faster Ray-Triangle Intersection (Using SSE4)

Anglický název

Yet Faster Ray-Triangle Intersection (Using SSE4)

Druh

Článek recenzovaný mimo WoS a Scopus

Originální abstrakt

Ray-triangle intersection is an important algorithm, not only in thefield of realistic rendering (based on ray tracing), but also inphysics simulation, collision detection, modelling, etc. Obviously, thespeed of this well-defined algorithm's implementations is importantbecause calls to such a routine are numerous in rendering andsimulation applications. Contemporary fast intersection algorithms,which use SIMD instructions, focus on the intersection of ray packetsagainst triangles. For intersection between single rays and triangles,operations such as horizontal addition or dot product are required. TheSSE4 instruction set adds the dot product instruction which can be usedfor this purpose. This article presents a new modification of the fastray-triangle intersection algorithms commonly used, which - whenimplemented on SSE4 - outperforms the current state-of-the-artalgorithms. It also allows both a single ray and ray packetintersection calculation with the same precomputed data. The speed gainmeasurements are described and discussed in the article.

Anglický abstrakt

Ray-triangle intersection is an important algorithm, not only in thefield of realistic rendering (based on ray tracing), but also inphysics simulation, collision detection, modelling, etc. Obviously, thespeed of this well-defined algorithm's implementations is importantbecause calls to such a routine are numerous in rendering andsimulation applications. Contemporary fast intersection algorithms,which use SIMD instructions, focus on the intersection of ray packetsagainst triangles. For intersection between single rays and triangles,operations such as horizontal addition or dot product are required. TheSSE4 instruction set adds the dot product instruction which can be usedfor this purpose. This article presents a new modification of the fastray-triangle intersection algorithms commonly used, which - whenimplemented on SSE4 - outperforms the current state-of-the-artalgorithms. It also allows both a single ray and ray packetintersection calculation with the same precomputed data. The speed gainmeasurements are described and discussed in the article.

Klíčová slova

Geometric algorithms, languages, and systems, Raytracing, Graphics data structures and data types

Klíčová slova v angličtině

Geometric algorithms, languages, and systems, Raytracing, Graphics data structures and data types

Autoři

HAVEL, J.; HEROUT, A.

Rok RIV

2011

Vydáno

01.05.2010

ISSN

1077-2626

Periodikum

IEEE transactions on visualization and computer graphics

Svazek

2010

Číslo

3

Stát

Spojené státy americké

Strany od

434

Strany do

438

Strany počet

5

URL

BibTex

@article{BUT48026,
  author="Jiří {Havel} and Adam {Herout}",
  title="Yet Faster Ray-Triangle Intersection (Using SSE4)",
  journal="IEEE transactions on visualization and computer graphics",
  year="2010",
  volume="2010",
  number="3",
  pages="434--438",
  issn="1077-2626",
  url="http://www2.computer.org/portal/web/csdl/doi/10.1109/TVCG.2009.73"
}