CN102184517A - Fast intersection solving algorithm in dynamic scene - Google Patents

Fast intersection solving algorithm in dynamic scene Download PDF

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Publication number
CN102184517A
CN102184517A CN2011101167978A CN201110116797A CN102184517A CN 102184517 A CN102184517 A CN 102184517A CN 2011101167978 A CN2011101167978 A CN 2011101167978A CN 201110116797 A CN201110116797 A CN 201110116797A CN 102184517 A CN102184517 A CN 102184517A
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tree
dynamic
static
scene
newo2
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CN2011101167978A
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张健
焦良葆
陈瑞
王少东
沈卫康
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Nanjing Institute of Technology
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Nanjing Institute of Technology
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Priority to CN2011101167978A priority Critical patent/CN102184517A/en
Publication of CN102184517A publication Critical patent/CN102184517A/en
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Abstract

The invention discloses a fast intersection solving algorithm in a dynamic scene. Scene data is divided into static data and dynamic data, a k-dimensional (KD)-tree is taken as an accelerating structure, a static KD-tree corresponding to the static data and a dynamic KD-tree corresponding to the dynamic data are constructed, the accelerating structure of a dynamic part is updated by a coordinate transformation method, and the accelerating structure of a static part is kept unchanged. In the process of detecting light to solve an intersection, the accelerating structures of the two parts are traversed at the same time. By the method, the speed of the algorithm can be obviously increased, and the time for solving the light intersection is shortened.

Description

A kind of quick intersection algorithm in the dynamic scene
Technical field
The present invention relates to a kind of intersection algorithm, especially a kind of computer picture is played up the intersection algorithm of the dynamic scene in the technology.
Background technology
The space intersection algorithm is that image is played up the core in the algorithm.In order to improve the friendship speed of asking, often adopt accelerating structure.At present, being used for dynamic scene asks the accelerating structure of friendship to mainly contain two kinds, a kind of is by spatial division, as kd-trees (KD-Tree: a kind ofly promoted and the version of the tree that is used for the multidimensional retrieval that comes by binary search tree, K is the dimension in space), octrees and grids with scene; Another kind is divided by object, as the various variants (bounding interval hierarchies, s-kd trees and b-kd trees etc.) of BVHs (bounding volume hierarchies) and BVHs.Wherein, kd-trees is considered to static scene and plays up the most effective accelerating structure of middle traversal, but its achievement time is longer, can't finish playing up of dynamic scene as not making improvements then.This is because static scene when playing up, and the process of achievement is considered to pre-service, and its expense is not calculated in render time; And the motion of object causes accelerating structure to change in the dynamic scene, needs to contribute again.Therefore, the top priority of playing up dynamic scene with kd-trees is the time overhead that significantly reduces achievement.
The method of fast updating tree mainly contains among the Kd-trees: 1) motion is decomposed.Motion is decomposed into affine motion and residual motion; Affine motion is adopted changes in coordinates, and residual motion is applicable to that with the method that fuzzy kd-tree handles object does not break, follow-up position all is known motion in advance; 2) adopt multilayer kd-tree.For bounding box of each object creation, on the basis of bounding box, create kd-tree, each kd-tree that only needs to rebuild the upper strata, and do not need to rebuild whole kd-tree; 3) the parallel structure.The parallel structure of kd-tree under multicore architecture is to reduce creation-time.
Above-mentioned fast updating algorithm, motion decomposition and multilayer kd-tree method are subjected to the restriction of object of which movement mode in the scene, and in the actual film and computer game scene, the mode of motion of object may be varied, upgrade accelerating structure at specific mode of motion, its usable range often is restricted.Then do not have this restriction if upgrade fully, make up as parallel, this method is not considered the characteristics of various mode of motion.And the relative whole scene of the moving object in the moving scene in the reality, sub-fraction often, most of object is static, there is very big waste in updating method fully.
The invention provides a kind of new technical scheme to address the above problem.
Summary of the invention
The objective of the invention is the deficiency that exists at prior art, a kind of quick intersection algorithm in a kind of dynamic scene that improves algorithm speed is provided.
For achieving the above object, a kind of quick intersection algorithm can be by the following technical solutions in the dynamic scene of the present invention:
A kind of quick intersection algorithm in the dynamic scene may further comprise the steps:
(1) contextual data is divided into static data and dynamic data, and adopts KD-tree as accelerating structure;
(2) make up the static KD-tree of corresponding static data and the dynamic KD-tree of corresponding dynamic data,, just set up a dynamic KD-tree and a static KD-tree if the object that moves in the scene has only one; If moving object has a plurality ofly in the scene, need each moving object to set up corresponding dynamic KD-tree, all static objects only need be set up a static KD-tree;
(3) produce initial light;
(4) the static KD-tree of ray traversing, the intersection point newo1 of note light and triangular plate, the distance of intersection point and light source is t1;
(5) light is carried out coordinate transform, then with the dynamic KD-tree of the ray traversing after the conversion, the intersection point newo2 of note light and triangular plate, the distance of intersection point and light source is t2;
(6) judge the observability of intersection point newo1 earlier,, then do not need to judge the observability of newo2 light source if newo1 is invisible to light source to light source, otherwise, then need to judge the observability of newo2 to light source;
(7) if t1 more than or equal to t2, then the relevant information of ordering with newo2 replaces the relevant information of newo1, and the relevant information of newo2 is carried out contrary coordinate transform;
(8) according to the variation of moving scene, upgrade transformation matrix, repeat said process.
A kind of quick intersection algorithm can significantly improve algorithm speed in the dynamic scene of the present invention, reduces the time that light is asked friendship.
Embodiment
Below in conjunction with specific embodiment, further illustrate the present invention, should understand these embodiment only is used to the present invention is described and is not used in and limit the scope of the invention, after having read the present invention, those skilled in the art all fall within the application's claims institute restricted portion to the modification of the various equivalent form of values of the present invention.
1. arthmetic statement
(1) contextual data is divided into static data and dynamic data, and adopts KD-tree as accelerating structure.
(2) make up the static KD-tree of corresponding static data and the dynamic KD-tree of corresponding dynamic data,, just set up a dynamic KD-tree and a static KD-tree if the object that moves in the scene has only one; If moving object has a plurality ofly in the scene, need each moving object to set up corresponding dynamic KD-tree, all static objects only need be set up a static KD-tree.
(3) produce initial light.
(4) the static KD-tree of ray traversing, the intersection point newo1 of note light and triangular plate, the distance of intersection point and light source is t1.
(5) light is carried out coordinate transform, then with the dynamic KD-tree of the ray traversing after the conversion, the intersection point newo2 of note light and triangular plate, the distance of intersection point and light source is t2.
(6) judge the observability of intersection point newo1 earlier,, then do not need to judge the observability of newo2 light source if newo1 is invisible to light source to light source, otherwise, then need to judge the observability of newo2 to light source; Because intersection point newo1 and newo2 are that same light is respectively to the result of static KD-tree with dynamic KD-tree traversal; Therefore newo1 is blocked, and newo2 is also invisible to light source.
(7) if t1 more than or equal to t2, then the relevant information of ordering with newo2 replaces the relevant information of newo1, and the relevant information of newo2 is carried out contrary coordinate transform.Relevant information in this step comprises the locus that newo1 point, newo2 are ordered, reflection coefficient, absorption coefficient and color information.
(8) according to the variation of moving scene, upgrade transformation matrix, repeat said process.
2. experimental result:
The hardware environment of experiment is: CPU is Intel CoreTM2,1.86GHz; GPU is NVIDIA Geforce260GTX.Experiment scene is the Kitchen scene.Original contextual data derives from the BART project.Compare with traditional scene is rebuild fully, speed is significantly improved.
Figure BDA0000059684070000031

Claims (2)

1. a kind of quick intersection algorithm in the dynamic scene is characterized in that: may further comprise the steps:
(1) contextual data is divided into static data and dynamic data, and adopts KD-tree as accelerating structure;
(2) make up the static KD-tree of corresponding static data and the dynamic KD-tree of corresponding dynamic data,, just set up a dynamic KD-tree and a static KD-tree if the object that moves in the scene has only one; If moving object has a plurality ofly in the scene, need each moving object to set up corresponding dynamic KD-tree, all static objects only need be set up a static KD-tree;
(3) produce initial light;
(4) the static KD-tree of ray traversing, the intersection point newo1 of note light and triangular plate, the distance of intersection point and light source is t1;
(5) light is carried out coordinate transform, then with the dynamic KD-tree of the ray traversing after the conversion, the intersection point newo2 of note light and triangular plate, the distance of intersection point and light source is t2;
(6) judge the observability of intersection point newo1 earlier,, then do not need to judge the observability of newo2 light source if newo1 is invisible to light source to light source, otherwise, then need to judge the observability of newo2 to light source;
(7) if t1 more than or equal to t2, then the relevant information of ordering with newo2 replaces the relevant information of newo1, and the relevant information of newo2 is carried out contrary coordinate transform;
(8) according to the variation of moving scene, upgrade transformation matrix, repeat said process.
2. a kind of quick intersection algorithm in the dynamic scene as claimed in claim 1 is characterized in that: the relevant information in the described step (7) comprises the locus that newo1 point, newo2 are ordered, reflection coefficient, absorption coefficient and color information.
CN2011101167978A 2011-05-06 2011-05-06 Fast intersection solving algorithm in dynamic scene Pending CN102184517A (en)

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Application Number Priority Date Filing Date Title
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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102750450A (en) * 2012-06-21 2012-10-24 北京像素软件科技股份有限公司 Scene management method and device in network game
GB2541505A (en) * 2013-03-14 2017-02-22 Imagination Tech Ltd 3-D graphics rendering with implicit geometry
US10970912B2 (en) 2013-03-14 2021-04-06 Imagination Technologies Limited 3-D graphics rendering with implicit geometry

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102750450A (en) * 2012-06-21 2012-10-24 北京像素软件科技股份有限公司 Scene management method and device in network game
GB2541505A (en) * 2013-03-14 2017-02-22 Imagination Tech Ltd 3-D graphics rendering with implicit geometry
GB2541505B (en) * 2013-03-14 2017-08-02 Imagination Tech Ltd Determining closest intersections during ray-tracing
US10970912B2 (en) 2013-03-14 2021-04-06 Imagination Technologies Limited 3-D graphics rendering with implicit geometry
US11562526B2 (en) 2013-03-14 2023-01-24 Imagination Technologies Limited 3-D graphics rendering with implicit geometry
US11861787B2 (en) 2013-03-14 2024-01-02 Imagination Technologies Limited 3-D graphics rendering with implicit geometry

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Application publication date: 20110914