loading...
 This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
Yet Faster Ray-Triangle Intersection (Using SSE4)
May/June 2010 (vol. 16 no. 3)
pp. 434-438
Jiří Havel, Brno University of Technology, Brno
Adam Herout, Brno University of Technology, Brno
Ray-triangle intersection is an important algorithm, not only in the field of realistic rendering (based on ray tracing) but also in physics simulation, collision detection, modeling, etc. Obviously, the speed of this well-defined algorithm's implementations is important because calls to such a routine are numerous in rendering and simulation applications. Contemporary fast intersection algorithms, which use SIMD instructions, focus on the intersection of ray packets against triangles. For intersection between single rays and triangles, operations such as horizontal addition or dot product are required. The SSE4 instruction set adds the dot product instruction which can be used for this purpose. This paper presents a new modification of the fast ray-triangle intersection algorithms commonly used, which—when implemented on SSE4—outperforms the current state-of-the-art algorithms. It also allows both a single ray and ray packet intersection calculation with the same precomputed data. The speed gain measurements are described and discussed in the paper.

[1] I. Wald, "Realtime Ray Tracing and Interactive Global Illumination," PhD dissertation, Saarland Univ., 2004.
[2] D. Badouel, "An Efficient Ray-Polygon Intersection," Graphics Gems, S.A. Glassner, ed., pp. 390-393, Academic Press Professional, Inc., 1998.
[3] T. Möller and B. Trumbore, "Fast, Minimum Storage Ray-Triangle Intersection," J. Graphics Tools, vol. 2, no. 1, pp. 21-28, 1997.
[4] A. Kensler and P. Shirley, "Optimizing Ray-Triangle Intersection via Automated Search," Proc. IEEE Symp. Interactive Ray Tracing, pp. 33-38, Sept. 2006.
[5] M. Shevtsov, A. Soupikov, and A. Kapustin, "Ray-Triangle Intersection Algorithm for Modern CPU Architectures," Proc. GraphiCon '07, pp. 33-39, 2007.
[6] Increasing the Accuracy of the Results from the Reciprocal and Reciprocal Square Root Instructions using the Newton-Raphson Method, Intel Corp., http://cache-www.intel.com/cd/00/00/04/10 41007_nrmethod.pdf, 1999.

Index Terms:
Ray tracing, geometric algorithms.
Citation:
Jiří Havel, Adam Herout, "Yet Faster Ray-Triangle Intersection (Using SSE4)," IEEE Transactions on Visualization and Computer Graphics, vol. 16, no. 3, pp. 434-438, May/June 2010, doi:10.1109/TVCG.2009.73
Usage of this product signifies your acceptance of the Terms of Use.