Rendering Complex Scenes with Memory-Coherent Ray Tracing

Rendering Complex Scenes with Memory-Coherent Ray Tracing

To appear in Proceedings of SIGGRAPH 1997 Rendering Complex Scenes with Memory-Coherent Ray Tracing Matt Pharr Craig Kolb Reid Gershbein Pat Hanrahan Computer Science Department, Stanford University Abstract both. For example, Z-buffer rendering algorithms operate on a sin- gle primitive at a time, which makes it possible to build rendering Simulating realistic lighting and rendering complex scenes are usu- hardware that does not need access to the entire scene. More re- ally considered separate problems with incompatible solutions. Ac- cently, the Talisman architecture was designed to exploit frame-to- curate lighting calculations are typically performed using ray trac- frame coherence as a means of accelerating rendering and reducing ing algorithms, which require that the entire scene database reside memory bandwidth requirements[21]. in memory to perform well. Conversely, most systems capable of Kajiya has written a whitepaper that proposes an architecture rendering complex scenes use scan-conversion algorithms that ac- for Monte Carlo ray tracing systems that is designed to improve cess memory coherently, but are unable to incorporate sophisticated coherence across all levels of the memory hierarchy, from pro- illumination. We have developed algorithms that use caching and cessor caches to disk storage[13]. The rendering computation is lazy creation of texture and geometry to manage scene complexity. decomposed into parts—ray-object intersections, shading calcula- To improve cache performance, we increase locality of reference tions, and calculating spawned rays—that are performed indepen- by dynamically reordering the rendering computation based on the dently. The coherence of memory references is increased through contents of the cache. We have used these algorithms to compute careful management of the interaction of the computation and the images of scenes containing millions of primitives, while storing memory that it references, reducing overall running time and facil- ten percent of the scene description in memory. Thus, a machine itating parallelism and vectorization. However, no system based on of a given memory capacity can render realistic scenes that are an this architecture has been implemented. order of magnitude more complex than was previously possible. We have independently developed similar algorithms, based on two main ideas: caching and reordering. We cache a subset of large CR Categories: I.3.3 [Computer Graphics]: Picture/Image Gen- geometric and texture databases in main memory for fast access by eration; I.3.7 [Computer Graphics]: Three-Dimensional Graphics the rendering system. Data is added to these caches on demand and Realism—Raytracing when needed for rendering computation. We ensure coherent ac- Keywords: scene data management, caching, computation re- cess to the cache by statically reordering scene data, dynamically ordering, coherence placing it in memory, and dynamically reordering ray intersection calculations. This reordering is critical for good performance with small caches. These algorithms have made it possible to efficiently 1 Introduction compute images using global illumination algorithms with scenes containing roughly ten times as many primitives as can fit into Rendering systems are challenged by three types of complexity: memory. This marks a large increase in the complexity of scenes geometric, surface, and illumination. Geometric complexity is nec- that can be rendered effectively using Monte Carlo methods. essary to model detailed environments; many more primitives than In this paper, we describe the algorithms we have developed and can fit into memory may be necessary to model a scene accurately. the system we have built that uses them. We first discuss how pre- Surface complexity is a result of programmable shading and many vious rendering systems have managed complexity. We then intro- texture maps. Illumination complexity arises from realistic lighting duce and describe our algorithms in detail and discuss their imple- models and the interreflection of light. Previous rendering algo- mentation. Finally, we present results from applying our algorithms rithms have not been able to handle all of these types of complexity to a variety of realistic complex scenes and discuss the performance simultaneously. Generally, they either perform illumination com- of the algorithms. putations assuming that the entire scene fits in main memory, or only store part of the scene in memory and simplify the lighting computation. In order to be able to use algorithms that compute 2 Background accurate illumination with such complex scenes, the coherence of Previously developed techniques that address the problems of ren- scene data reference patterns must be greatly improved. dering complex scenes include culling algorithms, lazy evaluation Exploiting coherence to increase efficiency is a classic technique and caching, and reordering independent parts of a computation in computer graphics[19]. Increasing the coherence of a computa- to improve its memory coherence. In this section, we briefly de- tion can reduce the amount of memory used, the time it requires, or scribe some of this previous work and how our work draws from and builds upon it. While most ray tracing systems do not explicity address scene memory management, several researchers have investigated this is- sue, particularly in the context of managing scene distribution on multiprocessors. Jansen and Chalmers have written a survey of past work in parallel rendering that investigated these issues[11], and in particular, Green used geometry caching techniques to manage scene distribution on a multiprocessor[7]. Pharr and Hanrahan later used geometry caching to manage large amounts of displacement- mapped geometry in a serial ray tracer[17]. Global illumination cal- culations were not performed in these geometry caching systems, so the rays that were traced passed through coherent regions of space To appear in Proceedings of SIGGRAPH 1997 and the caches performed well. In general, however, Monte Carlo 3 Overview ray tracing systems that evaluate the trees of rays in depth-first or- der access scene data too incoherently for caching algorithms to be In the next two sections, we describe the techniques we have in- effective. vestigated for managing scene data and for finding and exploiting coherence in ray tracing based rendering algorithms. Figure 1 illus- A number of techniques have been presented to increase the co- trates how the various parts of our system interact. Disk storage is herence of rays traveling through a scene. Fr¨ohlich traversed ray used to manage texture, geometry, queued rays and image samples. trees iteratively in order to be able to gather rays into coherent bun- First, the camera generates eye rays to form the image, and these dles. The bundles were stored in the intersection acceleration data are partitioned into coherent groups. The scheduler selects groups structure and voxels of rays and geometry were processed in order of rays to trace, based on information about which parts of the scene based on how many rays were contained within. Rays in voxels are already in memory and the degree to which processing the rays were processed as a group so that candidate objects for intersection will advance the computation. Intersection tests are performed with tests could be found and so that the overhead of octree traversal the chosen rays, which causes geometry to be added to the cache as could be reduced. In a manner similar to shaft culling[9], Rein- needed. As intersections are found, shading calculations are per- hard and Jansen gathered rays with common origins into frustums formed, and the texture maps used for shading are managed by the that were traced together so that a set of the objects inside the frus- texture cache. Any new rays that are spawned during shading are tum could be found to accelerate ray-object intersection tests[18]. returned to the scheduler to be added to the queues of waiting rays. Pharr and Hanrahan reordered eye rays using space-filling curves Once all of the rays have terminated, the image samples are filtered over the image plane to improve the coherence of spawned rays and the image is reconstructed. in a depth-first ray tracer, which in turn improved geometry cache performance[17]. Scanline-based rendering algorithms are able to render images Camera of scenes that are too complex to fit into memory; the REYES architecture[4] is representative of these approaches. Sorting, Image culling, and lazy evaluation techniques further increase the effi- Samples ciency of REYES. At startup time, geometric primitives are sorted Ray Scheduler Cache into the screen-space buckets that they overlap. When a bucket is rendered, the primitives overlapping it are subdivided into grids of pixel-sized micropolygons that are shaded all at once and discarded as soon as they have been sampled in the image plane. As rendering Intersection Shading progresses, most hidden geometry is culled before being shaded by an algorithm similar to the hierarchical Z-buffer[8, 1]. This sorting Queued and culling process allows REYES to store in memory only a small Rays fraction of the total number of potential micropolygons. Geometry Texture Two major features of REYES are programmable shading[3, 10] Cache Cache and support for large amounts of texture data. A texture caching scheme, described by Peachey[16], makes it possible to render scenes with much more texture than can fit into memory. Textures Displaced Patches are pre-filtered

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