Synchronized-tracing of implicit surfaces
C\'edric Zanni (LORIA)

TL;DR
This paper introduces a tile-based rendering pipeline for implicit surfaces that enables efficient, synchronized ray tracing of complex blobtree models without preprocessing, using a novel A-buffer and sparse traversal techniques.
Contribution
It presents a new rendering pipeline that handles dynamic primitive updates efficiently and scales to thousands of primitives using a synchronized, thread-coherent approach.
Findings
Pipeline scales well to thousands of primitives
No preprocessing needed for primitive updates
Achieves coherent field evaluation within workgroups
Abstract
Implicit surfaces are known for their ability to represent smooth objects of arbitrary topology thanks to hierarchical combinations of primitives using a structure called a blobtree. We present a new tile-based rendering pipeline well suited for modeling scenarios, i.e., no preprocessing is required when primitive parameters are updated. When using approximate signed distance fields, we rely on compact, smooth CSG operators - extended from standard bounded operators - to compute a tight volume of interest for all primitives of the blobtree. The pipeline relies on a low-resolution A-buffer storing the primitives of interest of a given screen tile. The A-buffer is then used during ray processing to synchronize threads within a subfrustum. This allows coherent field evaluation within workgroups. We use a sparse bottom-up tree traversal to prune the blobtree on-the-fly which allows us to…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · 3D Shape Modeling and Analysis · Advanced Numerical Analysis Techniques
