Interactive Ray Tracing of Trimmed Bicubic Bézier Surfaces without Triangulation
Date issued
2005
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
UNION Agency
Abstract
By carefully exploiting the resources of today's computer hardware, interactive ray tracing recently became
reality even on a single commodity PC. In most of these implementations triangles are used as the only
geometric primitive. However, direct rendering of free-form surfaces would be advantageous for a large number
of applications, since robust tessellation of complex scenes into triangles is a very time-consuming process.
Additionally, scenes consisting of free-form surfaces require less memory and provide a much higher precision
resulting in less rendering artifacts.
In this paper, we present our implementation of an efficient and robust algorithm for rapidly finding
intersections between rays and trimmed bicubic Bézier surfaces. Using SIMD instructions provided by many of
today's CPUs, we perform the intersection test of a packet of four rays with a single Bézier surface in parallel.
An optimized bounding volume hierarchy provides good initial guesses needed for fast convergence of the
Newton iteration, which forms the core of our intersection algorithm. As a result, we demonstrate that it is
feasible to render complex scenes of several thousand Bézier surfaces at video resolution with interactive frame
rates on a single PC.
Description
Subject(s)
interaktivní sledování paprsku, Béziérovy plochy, ořezávání
Citation
WSCG '2005: Full Papers: The 13-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2005 in co-operation with EUROGRAPHICS: University of West Bohemia, Plzen, Czech Republic, p. 71-78.