Using Multilevel Hash Tables to Speed up Rendering

In this paper, we analyze realistic rendering methods in terms of their efficiency in calculating caustic and indirect illumination. As the basic approach to realistic rendering, we choose bidirectional progressive ray tracing with backward photon maps. The main factors that reduce the efficiency of...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Programming and computer software 2023-06, Vol.49 (3), p.161-171
Hauptverfasser: Zhdanov, D. D., Lysykh, A. I., Khalimov, R. R., Kinev, I. E., Zhdanov, A. D.
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 171
container_issue 3
container_start_page 161
container_title Programming and computer software
container_volume 49
creator Zhdanov, D. D.
Lysykh, A. I.
Khalimov, R. R.
Kinev, I. E.
Zhdanov, A. D.
description In this paper, we analyze realistic rendering methods in terms of their efficiency in calculating caustic and indirect illumination. As the basic approach to realistic rendering, we choose bidirectional progressive ray tracing with backward photon maps. The main factors that reduce the efficiency of this method are analyzed. It is shown that the main factor that affects its performance is slow access to photon map data. Different techniques for construction of spatial acceleration structures are considered, their advantages and disadvantages are investigated. As the main approaches, we select the regular spatial grid and binary kd-tree. The spatial grid provides high-speed access to photon data at low adaptability of photon map partitioning. The kd-tree is characterized by high spatial adaptability of photon map partitioning but slow access to photon data. We propose a combined solution that takes advantage of the adaptability of the kd-tree and the fast data access of the spatial grid. For this purpose, the regular grid is superimposed on the kd-tree constructed based on the principle of space partitioning of a photon region into geometrically identical halves. To reduce memory consumption, we propose, first, to use multilevel spatial grids superimposed on the selected nodes of the kd-tree and, second, to store spatial grids in the form of hash tables in order to reduce the size of the acceleration structure. Thus, a spatial acceleration structure of a new type—a tree of hash tables—is proposed and implemented. For the spatial structure developed, we implement methods for finding the nearest photons the integration spheres of which cover the illumination point, as well as methods for finding the intersection between a ray segment and photon integration spheres. The proposed software solutions are implemented in the Lumicept software package; for some scenes, the proposed method is compared with the Lumicept method based on the binary tree. The comparison shows that our method can increase the overall speed of the rendering process by more than 40%.
doi_str_mv 10.1134/S0361768823030076
format Article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_journals_2918495796</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2918495796</sourcerecordid><originalsourceid>FETCH-LOGICAL-c268t-857a84bdc2316d4a9265746ecd7e7d071dbc39abba1b7fa40fb6683d8ace6f753</originalsourceid><addsrcrecordid>eNp1kEFLxDAUhIMouK7-AG8Bz9W8JE3SoyzqCiuCu3suSfOqXWpbk1bw39tSwYN4eoeZb4Y3hFwCuwYQ8mbLhAKtjOGCCca0OiILUMwkgis4JotJTib9lJzFeGAMGJNyQfg-Vs0rfRrqvqrxE2u6tvGN7qyrMdK-pdsO0dOhoy_YeAyj-ZyclLaOePFzl2R_f7dbrZPN88Pj6naTFFyZPjGptkY6X3ABykubcZVqqbDwGrVnGrwrRGads-B0aSUrnVJGeGMLVKVOxZJczbldaD8GjH1-aIfQjJU5z8DILNWZGl0wu4rQxhiwzLtQvdvwlQPLp2nyP9OMDJ-Z2E0PYfhN_h_6BmLZZBI</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2918495796</pqid></control><display><type>article</type><title>Using Multilevel Hash Tables to Speed up Rendering</title><source>SpringerLink Journals - AutoHoldings</source><source>ProQuest Central</source><creator>Zhdanov, D. D. ; Lysykh, A. I. ; Khalimov, R. R. ; Kinev, I. E. ; Zhdanov, A. D.</creator><creatorcontrib>Zhdanov, D. D. ; Lysykh, A. I. ; Khalimov, R. R. ; Kinev, I. E. ; Zhdanov, A. D.</creatorcontrib><description>In this paper, we analyze realistic rendering methods in terms of their efficiency in calculating caustic and indirect illumination. As the basic approach to realistic rendering, we choose bidirectional progressive ray tracing with backward photon maps. The main factors that reduce the efficiency of this method are analyzed. It is shown that the main factor that affects its performance is slow access to photon map data. Different techniques for construction of spatial acceleration structures are considered, their advantages and disadvantages are investigated. As the main approaches, we select the regular spatial grid and binary kd-tree. The spatial grid provides high-speed access to photon data at low adaptability of photon map partitioning. The kd-tree is characterized by high spatial adaptability of photon map partitioning but slow access to photon data. We propose a combined solution that takes advantage of the adaptability of the kd-tree and the fast data access of the spatial grid. For this purpose, the regular grid is superimposed on the kd-tree constructed based on the principle of space partitioning of a photon region into geometrically identical halves. To reduce memory consumption, we propose, first, to use multilevel spatial grids superimposed on the selected nodes of the kd-tree and, second, to store spatial grids in the form of hash tables in order to reduce the size of the acceleration structure. Thus, a spatial acceleration structure of a new type—a tree of hash tables—is proposed and implemented. For the spatial structure developed, we implement methods for finding the nearest photons the integration spheres of which cover the illumination point, as well as methods for finding the intersection between a ray segment and photon integration spheres. The proposed software solutions are implemented in the Lumicept software package; for some scenes, the proposed method is compared with the Lumicept method based on the binary tree. The comparison shows that our method can increase the overall speed of the rendering process by more than 40%.</description><identifier>ISSN: 0361-7688</identifier><identifier>EISSN: 1608-3261</identifier><identifier>DOI: 10.1134/S0361768823030076</identifier><language>eng</language><publisher>Moscow: Pleiades Publishing</publisher><subject>Acceleration ; Adaptability ; Artificial Intelligence ; Cameras ; Chemical partition ; Computer Science ; Illumination ; Mapping ; Mathematical analysis ; Methods ; Operating Systems ; Partitioning ; Photons ; Ray tracing ; Rendering ; Software Engineering ; Software Engineering/Programming and Operating Systems ; Software packages ; Spheres</subject><ispartof>Programming and computer software, 2023-06, Vol.49 (3), p.161-171</ispartof><rights>Pleiades Publishing, Ltd. 2023. ISSN 0361-7688, Programming and Computer Software, 2023, Vol. 49, No. 3, pp. 161–171. © Pleiades Publishing, Ltd., 2023. Russian Text © The Author(s), 2023, published in Programmirovanie, 2023, Vol. 49, No. 3.</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c268t-857a84bdc2316d4a9265746ecd7e7d071dbc39abba1b7fa40fb6683d8ace6f753</cites><orcidid>0000-0002-2569-1982 ; 0000-0003-2929-1203 ; 0000-0002-2437-5275 ; 0000-0003-1923-4360 ; 0000-0001-7346-8155</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://link.springer.com/content/pdf/10.1134/S0361768823030076$$EPDF$$P50$$Gspringer$$H</linktopdf><linktohtml>$$Uhttps://www.proquest.com/docview/2918495796?pq-origsite=primo$$EHTML$$P50$$Gproquest$$H</linktohtml><link.rule.ids>314,776,780,21367,27901,27902,33721,41464,42533,43781,51294</link.rule.ids></links><search><creatorcontrib>Zhdanov, D. D.</creatorcontrib><creatorcontrib>Lysykh, A. I.</creatorcontrib><creatorcontrib>Khalimov, R. R.</creatorcontrib><creatorcontrib>Kinev, I. E.</creatorcontrib><creatorcontrib>Zhdanov, A. D.</creatorcontrib><title>Using Multilevel Hash Tables to Speed up Rendering</title><title>Programming and computer software</title><addtitle>Program Comput Soft</addtitle><description>In this paper, we analyze realistic rendering methods in terms of their efficiency in calculating caustic and indirect illumination. As the basic approach to realistic rendering, we choose bidirectional progressive ray tracing with backward photon maps. The main factors that reduce the efficiency of this method are analyzed. It is shown that the main factor that affects its performance is slow access to photon map data. Different techniques for construction of spatial acceleration structures are considered, their advantages and disadvantages are investigated. As the main approaches, we select the regular spatial grid and binary kd-tree. The spatial grid provides high-speed access to photon data at low adaptability of photon map partitioning. The kd-tree is characterized by high spatial adaptability of photon map partitioning but slow access to photon data. We propose a combined solution that takes advantage of the adaptability of the kd-tree and the fast data access of the spatial grid. For this purpose, the regular grid is superimposed on the kd-tree constructed based on the principle of space partitioning of a photon region into geometrically identical halves. To reduce memory consumption, we propose, first, to use multilevel spatial grids superimposed on the selected nodes of the kd-tree and, second, to store spatial grids in the form of hash tables in order to reduce the size of the acceleration structure. Thus, a spatial acceleration structure of a new type—a tree of hash tables—is proposed and implemented. For the spatial structure developed, we implement methods for finding the nearest photons the integration spheres of which cover the illumination point, as well as methods for finding the intersection between a ray segment and photon integration spheres. The proposed software solutions are implemented in the Lumicept software package; for some scenes, the proposed method is compared with the Lumicept method based on the binary tree. The comparison shows that our method can increase the overall speed of the rendering process by more than 40%.</description><subject>Acceleration</subject><subject>Adaptability</subject><subject>Artificial Intelligence</subject><subject>Cameras</subject><subject>Chemical partition</subject><subject>Computer Science</subject><subject>Illumination</subject><subject>Mapping</subject><subject>Mathematical analysis</subject><subject>Methods</subject><subject>Operating Systems</subject><subject>Partitioning</subject><subject>Photons</subject><subject>Ray tracing</subject><subject>Rendering</subject><subject>Software Engineering</subject><subject>Software Engineering/Programming and Operating Systems</subject><subject>Software packages</subject><subject>Spheres</subject><issn>0361-7688</issn><issn>1608-3261</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2023</creationdate><recordtype>article</recordtype><sourceid>BENPR</sourceid><recordid>eNp1kEFLxDAUhIMouK7-AG8Bz9W8JE3SoyzqCiuCu3suSfOqXWpbk1bw39tSwYN4eoeZb4Y3hFwCuwYQ8mbLhAKtjOGCCca0OiILUMwkgis4JotJTib9lJzFeGAMGJNyQfg-Vs0rfRrqvqrxE2u6tvGN7qyrMdK-pdsO0dOhoy_YeAyj-ZyclLaOePFzl2R_f7dbrZPN88Pj6naTFFyZPjGptkY6X3ABykubcZVqqbDwGrVnGrwrRGads-B0aSUrnVJGeGMLVKVOxZJczbldaD8GjH1-aIfQjJU5z8DILNWZGl0wu4rQxhiwzLtQvdvwlQPLp2nyP9OMDJ-Z2E0PYfhN_h_6BmLZZBI</recordid><startdate>20230601</startdate><enddate>20230601</enddate><creator>Zhdanov, D. D.</creator><creator>Lysykh, A. I.</creator><creator>Khalimov, R. R.</creator><creator>Kinev, I. E.</creator><creator>Zhdanov, A. D.</creator><general>Pleiades Publishing</general><general>Springer Nature B.V</general><scope>AAYXX</scope><scope>CITATION</scope><scope>8FE</scope><scope>8FG</scope><scope>AFKRA</scope><scope>ARAPS</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>GNUQQ</scope><scope>HCIFZ</scope><scope>JQ2</scope><scope>K7-</scope><scope>P5Z</scope><scope>P62</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><orcidid>https://orcid.org/0000-0002-2569-1982</orcidid><orcidid>https://orcid.org/0000-0003-2929-1203</orcidid><orcidid>https://orcid.org/0000-0002-2437-5275</orcidid><orcidid>https://orcid.org/0000-0003-1923-4360</orcidid><orcidid>https://orcid.org/0000-0001-7346-8155</orcidid></search><sort><creationdate>20230601</creationdate><title>Using Multilevel Hash Tables to Speed up Rendering</title><author>Zhdanov, D. D. ; Lysykh, A. I. ; Khalimov, R. R. ; Kinev, I. E. ; Zhdanov, A. D.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c268t-857a84bdc2316d4a9265746ecd7e7d071dbc39abba1b7fa40fb6683d8ace6f753</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2023</creationdate><topic>Acceleration</topic><topic>Adaptability</topic><topic>Artificial Intelligence</topic><topic>Cameras</topic><topic>Chemical partition</topic><topic>Computer Science</topic><topic>Illumination</topic><topic>Mapping</topic><topic>Mathematical analysis</topic><topic>Methods</topic><topic>Operating Systems</topic><topic>Partitioning</topic><topic>Photons</topic><topic>Ray tracing</topic><topic>Rendering</topic><topic>Software Engineering</topic><topic>Software Engineering/Programming and Operating Systems</topic><topic>Software packages</topic><topic>Spheres</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Zhdanov, D. D.</creatorcontrib><creatorcontrib>Lysykh, A. I.</creatorcontrib><creatorcontrib>Khalimov, R. R.</creatorcontrib><creatorcontrib>Kinev, I. E.</creatorcontrib><creatorcontrib>Zhdanov, A. D.</creatorcontrib><collection>CrossRef</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>ProQuest Central UK/Ireland</collection><collection>Advanced Technologies &amp; Aerospace Collection</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>Technology Collection</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>ProQuest Central Student</collection><collection>SciTech Premium Collection</collection><collection>ProQuest Computer Science Collection</collection><collection>Computer Science Database</collection><collection>Advanced Technologies &amp; Aerospace Database</collection><collection>ProQuest Advanced Technologies &amp; Aerospace Collection</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><jtitle>Programming and computer software</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Zhdanov, D. D.</au><au>Lysykh, A. I.</au><au>Khalimov, R. R.</au><au>Kinev, I. E.</au><au>Zhdanov, A. D.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Using Multilevel Hash Tables to Speed up Rendering</atitle><jtitle>Programming and computer software</jtitle><stitle>Program Comput Soft</stitle><date>2023-06-01</date><risdate>2023</risdate><volume>49</volume><issue>3</issue><spage>161</spage><epage>171</epage><pages>161-171</pages><issn>0361-7688</issn><eissn>1608-3261</eissn><abstract>In this paper, we analyze realistic rendering methods in terms of their efficiency in calculating caustic and indirect illumination. As the basic approach to realistic rendering, we choose bidirectional progressive ray tracing with backward photon maps. The main factors that reduce the efficiency of this method are analyzed. It is shown that the main factor that affects its performance is slow access to photon map data. Different techniques for construction of spatial acceleration structures are considered, their advantages and disadvantages are investigated. As the main approaches, we select the regular spatial grid and binary kd-tree. The spatial grid provides high-speed access to photon data at low adaptability of photon map partitioning. The kd-tree is characterized by high spatial adaptability of photon map partitioning but slow access to photon data. We propose a combined solution that takes advantage of the adaptability of the kd-tree and the fast data access of the spatial grid. For this purpose, the regular grid is superimposed on the kd-tree constructed based on the principle of space partitioning of a photon region into geometrically identical halves. To reduce memory consumption, we propose, first, to use multilevel spatial grids superimposed on the selected nodes of the kd-tree and, second, to store spatial grids in the form of hash tables in order to reduce the size of the acceleration structure. Thus, a spatial acceleration structure of a new type—a tree of hash tables—is proposed and implemented. For the spatial structure developed, we implement methods for finding the nearest photons the integration spheres of which cover the illumination point, as well as methods for finding the intersection between a ray segment and photon integration spheres. The proposed software solutions are implemented in the Lumicept software package; for some scenes, the proposed method is compared with the Lumicept method based on the binary tree. The comparison shows that our method can increase the overall speed of the rendering process by more than 40%.</abstract><cop>Moscow</cop><pub>Pleiades Publishing</pub><doi>10.1134/S0361768823030076</doi><tpages>11</tpages><orcidid>https://orcid.org/0000-0002-2569-1982</orcidid><orcidid>https://orcid.org/0000-0003-2929-1203</orcidid><orcidid>https://orcid.org/0000-0002-2437-5275</orcidid><orcidid>https://orcid.org/0000-0003-1923-4360</orcidid><orcidid>https://orcid.org/0000-0001-7346-8155</orcidid></addata></record>
fulltext fulltext
identifier ISSN: 0361-7688
ispartof Programming and computer software, 2023-06, Vol.49 (3), p.161-171
issn 0361-7688
1608-3261
language eng
recordid cdi_proquest_journals_2918495796
source SpringerLink Journals - AutoHoldings; ProQuest Central
subjects Acceleration
Adaptability
Artificial Intelligence
Cameras
Chemical partition
Computer Science
Illumination
Mapping
Mathematical analysis
Methods
Operating Systems
Partitioning
Photons
Ray tracing
Rendering
Software Engineering
Software Engineering/Programming and Operating Systems
Software packages
Spheres
title Using Multilevel Hash Tables to Speed up Rendering
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-02-06T19%3A52%3A34IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Using%20Multilevel%20Hash%20Tables%20to%20Speed%20up%20Rendering&rft.jtitle=Programming%20and%20computer%20software&rft.au=Zhdanov,%20D.%20D.&rft.date=2023-06-01&rft.volume=49&rft.issue=3&rft.spage=161&rft.epage=171&rft.pages=161-171&rft.issn=0361-7688&rft.eissn=1608-3261&rft_id=info:doi/10.1134/S0361768823030076&rft_dat=%3Cproquest_cross%3E2918495796%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2918495796&rft_id=info:pmid/&rfr_iscdi=true