Evaluation of Acceleration Structures for Ray Casting in Physics Scenes
|Chalmers tekniska högskola / Institutionen för data och informationsteknik
|Chalmers University of Technology / Department of Computer Science and Engineering
|Ray casting is a fundamental feature of game engines, and has a wide range of applications in the field of video game development. As a performance-critical task, a significant number of studies have proposed various acceleration structures to improve the efficiency of ray casting. In this study, we collaborated with Massive Entertainment to investigate optimal acceleration structures for ray casting within their in-house game engine, Snowdrop. We implemented several promising acceleration structures and developed a testing framework to evaluate their performance. The acceleration structures we implemented include uniform grids (UG), hierarchical hash grids (HG), dynamic bounding volume hierarchies (DBVH) and linear bounding volume hierarchies (LBVH). To obtain representative results, we tested these algorithms on a set of uniform scenes generated by the Unity3D engine, as well as on irregular scenes exported by the Snowdrop engine. The test items included the build time of the acceleration structure, the update time, and the time taken to perform 1000 ray castings. The results were used as a basis for evaluating the performance of the different acceleration structures. Furthermore, to gain a deeper understanding of the reasons for the differences in performance of these acceleration structures, we also introduced a performance model to analyze the details of the execution of these structures. Finally, we found that HG and DBVH achieved the best balance of query speed and update speed among all the acceleration structures involved in the comparison.
|Evaluation of Acceleration Structures for Ray Casting in Physics Scenes
|Examensarbete för masterexamen
|Interaction design and technologies (MPIDE), MSc
|High-performance computer systems (MPHPC), MSc