Acta Optica Sinica, Volume. 37, Issue 8, 0820001(2017)

Illumination-Computation Acceleration Structure Based on Sparse Voxel Directed Acyclic Graph

Yuwei Yuan1,2, Jicheng Quan1,2、*, Chen Wu1, Yu Liu2, and Hongwei Wang2
Author Affiliations
  • 1 Department of Electronic and Information Engineering, Naval Aeronautical and Astronautical University, Yantai, Shandong 264001, China
  • 2 Department of Aeronautic and Astronautic Intelligence, Aviation University of Air Force, Changchun, Jilin 130022, China
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    Figures & Tables(25)
    Two-dimensional schematic of order and pointer setting of nodes in SVO
    Searching for same leaf nodes and merging
    Schematic of converting SVO to SVDAG from bottom to top
    Schematic of SVDAG after merging same nodes
    Determining process for spatial positions of nodes in SVDAG
    (a) Space of light rays and (b) SVDAG acceleration structure of voxel
    (a) Double depth maps and (b) their corresponding spatial partition
    Schematic of acceleration structure simplification based on double depth maps. (a) SVO in space of light rays; (b) SVO after merging adaptively based on node attributes
    Optimized SVDAG acceleration structure in space of light rays
    Schematic of list corresponding to each layer of SVO sequence in dynamic scene
    Schematic of inter-frame multiplexing in SVDAG
    Test scenes. (a) Bunny scene; (b) Buddha scene; (c) Dragon scene
    Time required for tests of light rays intersection in different acceleration structures
    Test scenes. (a) Closed citadel scene; (b) Villa scene; (c) Terrain scene
    Relationship between growth factor of storage cost and resolution
    Comparison of time costs for different algorithms in Closed citadel scene
    Comparison of time costs for different algorithms in Villa scene
    Comparison of time costs for different algorithms in Terrain scene
    Test scenes. (a) Kitchen scene; (b) Robot scene; (c) Fire scene
    • Table 1. Comparison of total number for nodes and pointers

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      Table 1. Comparison of total number for nodes and pointers

      SceneParameterSVOESVOSVDAG
      BunnyTotal number of nodes /1042307254317.1
      Total number of pointers /1045297014.8
      BuddhaTotal number of nodes /10415771837145.1
      Total number of pointers /10443848743.4
      DragonTotal number of nodes /10489022114.2
      Total number of pointers /104214533.8
    • Table 2. Comparison of storage costs

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      Table 2. Comparison of storage costs

      SceneResolution /(pixel×pixel×pixel)Storage cost /MB
      SVOESVOSVDAG
      Bunny512×512×5125.8231.931.06
      1000×1000×100022.42123.503.32
      Buddha512×512×5123.4936.577.44
      1000×1000×100013.94126.6026.30
      Dragon512×512×5120.250.470.08
      1000×1000×10000.821.490.31
    • Table 3. Comparison of build time of acceleration structures

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      Table 3. Comparison of build time of acceleration structures

      Resolution /(pixel×pixel×pixel)BunnyBuddhaDragon
      tA /mstB /mstA /mstB /mstA /mstB /ms
      128×128×1286.142.298.753.0611.364.31
      256×256×25624.065.0733.558.0740.2511.30
      512×512×512250303404040050
      1000×1000×1000102013014201901600220
      2000×2000×2000425049058007806530890
    • Table 4. Comparison of storage costs for different algorithms in different scenes

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      Table 4. Comparison of storage costs for different algorithms in different scenes

      Resolution /(pixel×pixel×pixel)Closed citadelVillaTerrain
      S1 /MBS2 /MBS3 /MBS1 /MBS2 /MBS3 /MBS1 /MBS2 /MBS3 /MB
      1000×1000×10002.300.4930.2312.300.4620.1462.300.5920.538
      2000×2000×20009.271.620.5329.272.470.3369.272.372.03
      4000×4000×400037.205.101.2337.207.780.77237.207.506.64
      16000×16000×16000605.7247.476.46605.7285.294.09605.7291.2081.59
      32000×32000×320002422127.1413.872422249.049.402422183.23163.92
    • Table 5. Average number of nodes per frame and total number of nodes

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      Table 5. Average number of nodes per frame and total number of nodes

      SceneSVODifference treeSVDAGTime-correlation SVDAG
      Np /103Nn /106Np /103Nn /106Np /103Nn /106Np /103Nn /106
      Kitchen87368515.11.7194.86.875.820.36
      Robot32168.722456.650.710.029.37.28
      Fire59319243315862.120.844.013.66
    • Table 6. Rendering performance of test scenes

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      Table 6. Rendering performance of test scenes

      SceneV1 /(frame·s-1)V2 /(frame·s-1)V3 /(frame·s-1)
      Kitchen21.328.162.9
      Robot12.016.153.4
      Fire6.209.9027.1
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    Yuwei Yuan, Jicheng Quan, Chen Wu, Yu Liu, Hongwei Wang. Illumination-Computation Acceleration Structure Based on Sparse Voxel Directed Acyclic Graph[J]. Acta Optica Sinica, 2017, 37(8): 0820001

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    Paper Information

    Category: Optics in Computing

    Received: Feb. 24, 2017

    Accepted: --

    Published Online: Sep. 7, 2018

    The Author Email: Quan Jicheng (jicheng_quan@126.com)

    DOI:10.3788/AOS201737.0820001

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