Publication detail

Yet Faster Ray-Triangle Intersection (Using SSE4)

HAVEL, J. HEROUT, A.

Original Title

Yet Faster Ray-Triangle Intersection (Using SSE4)

Type

journal article - other

Language

English

Original Abstract

Ray-triangle intersection is an important algorithm, not only in thefield of realistic rendering (based on ray tracing), but also inphysics simulation, collision detection, modelling, etc. Obviously, thespeed of this well-defined algorithm's implementations is importantbecause calls to such a routine are numerous in rendering andsimulation applications. Contemporary fast intersection algorithms,which use SIMD instructions, focus on the intersection of ray packetsagainst triangles. For intersection between single rays and triangles,operations such as horizontal addition or dot product are required. TheSSE4 instruction set adds the dot product instruction which can be usedfor this purpose. This article presents a new modification of the fastray-triangle intersection algorithms commonly used, which - whenimplemented on SSE4 - outperforms the current state-of-the-artalgorithms. It also allows both a single ray and ray packetintersection calculation with the same precomputed data. The speed gainmeasurements are described and discussed in the article.

Keywords

Geometric algorithms, languages, and systems, Raytracing, Graphics data structures and data types

Authors

HAVEL, J.; HEROUT, A.

RIV year

2010

Released

1. 5. 2010

ISBN

1077-2626

Periodical

IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS

Year of study

2010

Number

3

State

United States of America

Pages from

434

Pages to

438

Pages count

5

URL

BibTex

@article{BUT48026,
  author="Jiří {Havel} and Adam {Herout}",
  title="Yet Faster Ray-Triangle Intersection (Using SSE4)",
  journal="IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS",
  year="2010",
  volume="2010",
  number="3",
  pages="434--438",
  issn="1077-2626",
  url="http://www2.computer.org/portal/web/csdl/doi/10.1109/TVCG.2009.73"
}