Showing posts with label ray tracer. Show all posts
Showing posts with label ray tracer. Show all posts

Wednesday, February 2, 2011

Ray Tracing Performance and Practice Part 3

When last we left the ray tracer, it could read in PLY files and then render a scene.  But while it rendered, you'd probably want to get dinner, read some blogs, and write some code.  Very slow.  Improving performance is very straight forward: either reduce the work done or find a way to do the same work faster.

At the time of original development, I knew that there existed further performance opportunities via Oct Trees.  The idea behind these and other similar structures is to partition the scene into sub-scenes that can be treated in the aggregate.  Let's work through a simple example.

While the actual ray tracer is in 3D, we'll reason through a 2D tracer.  We'll have lots of circles and triangles in standard XY coordinates.  We can start partitioning the scene into quadrants: +X +Y, +X -Y, etc.  Now, when we draw a line (i.e., the ray) through the scene, rather than checking whether the ray is intersecting every circle and triangle, we can first check whether it is passing through any quadrant.  If the ray doesn't pass through the quadrant, then the ray will also not pass through any object in the quadrant.  The Oct Trees work very similarly, except besides X and Y, the scene is also split by +/- Z.

If the scene is split just once, this can likely provide some benefit, but for real practicality each octant of the tree must also be split repeatedly until only a few scene objects (i.e., spheres and triangles) remain in each octant.  This is all well and good; however, four particular problems arise: first, where should each octant be split.  Second, how many scene objects should be in each octant.  Third, how should objects that straddle octant boundaries be handled?  Finally, how does one practically render with an Oct Tree?

Where?  Two possibilities were tried: splitting in the "center" of the objects and splitting in the center of the octant.  If the split point is based on the objects, then each octant should have a similar number of objects.  This bounds the depth of the Oct Tree by making each octant have a subset of the parent octant.  However, this also forces every ray to traverse several levels of the Oct Tree, as every octant should contain scene objects.  Instead, if each octant is split at its center, then many octants may be empty, but the ones with scene objects may have significant number of levels in the tree before reaching individual objects.

How many?  Ideally, this number would be reached based on considerable experimentation and analysis.  At present, the code just splits an octant when it contains more than 16 scene objects.  Given the 50k triangle scene from the previous post, this would create roughly 3000 final octants, 375 parent octants, 47 grandparents, 6 great grandparents, and 1 root.  Ideally.

Yet, the split points are never ideal and so the octants are imbalanced.  Especially as some scene objects will cross the octant boundaries.  For example, a sphere placed at the origin is present in all 8 octants.  So the Oct Tree places the scene object into every octant that it is present within.  Rather than computing whether the object is precisely within the octant, the Oct Tree creates a bounding cube around the object.  Back to the 2D space, draw a triangle from (1,1), (-1, 1), and (-1, -1).  A square around this triangle would also include (1, -1), and therefore the triangle would also be "part" of the +X -Y quadrant.  I would be happy to switch to computing whether the object intersects the octant boundary planes; however, that would be when I understand the math involved.

The final issue is how to put the Oct Tree into practice.  In the immediate, the intersect code follows:
    if (No Octants) 
        foreach SceneObject in OctTree
        {
            Compute Distance for Ray to Intersect Object
        }
        Return closest object or none
    foreach Octant in OctTree {
        Compute Distance for Ray to intersect Octant
    }
    Sort Distances
    Select closest octant
    do {
        Recurse on octant
        if (Object returned) return object
        Select next closest octant
    } while (Octants remain)
    return none

A potential optimization is to handle shadows, reflected rays, etc from the lowest octant rather than starting at the root.  However, implementing such an optimization requires significant state tracking, which also impedes making the ray tracer multi-threaded.

In a future part 4, I'll explore the hurdles of making the tracer multi-threaded rather than its current implementation of one thread.

Sunday, December 19, 2010

Ray Tracing Performance and Practice Part 2

In this post, we shall explore creating a scene worth rendering.  In my prior work, my ray tracers were creating simple assemblages of spheres and triangles, with some having textures and others mirrored surfaces, etc.  This time, I wanted to have a scene that others might enjoy.  So for my first step, I turned to the Stanford 3D Scanning Repository and selected the angel model, Lucy.

The first problem in rendering is that the model is about 116 million triangles, or over 500MB in size.  Perhaps slightly more detail than is required for all but the largest of images.  Some time was spent searching for a tool that would provide a simplified model, and I settled on MeshLab.  However, the GUI version would crash trying to load the initial model, so I had to create a script of the required transformations and have the command-line application create the reduced model.  This reduced down to a 250k model, and subsequent transformations in the GUI gave a 50k triangle model and oriented appropriately for the ray tracer.

The second problem in rendering is that the model is stored in the ply file format.  I extended my scene parser to handle ply files without really understanding them. While I would like to have a generalized parser, I confined my work to the specific format that MeshLab was generating and did not worry about whether there were triangles or rectangles, normals present, colors specified, etc.  Yet, even this single format took some work.

Initially, the parser took in a text version of the ply file; however, the time to parse 100k lines of text and convert to the appropriate representations was approaching the time to render the scene.  Switching to a binary representation seemed a reasonable step; however, how does one take a stream of bytes and convert to a specific type?  In C, you could do the following:

Vec3f v;  // Struct of three floats
fread(&v, sizeof(float), 3, sceneFile);

But in C#?  I eventually settled on reading each value and converting via the "BitConverter" class.

Support.Assert(4 == pFile.BaseStream.Read(data, 0, 4), 
    "INVALID Ply - Fail to parse vertex");
newV.x = BitConverter.ToSingle(data, 0);

Great!  The statue is now in the tracer.  However, 50k triangles is too much for my naive ray tracer.  So there was performance work to be done.  At the time, I would render a 5k triangle version as a test model, as seen below (pending while in flight).


Thursday, December 16, 2010

Ray Tracing Performance and Practice Part 1

As the MICRO conference came to a close, my thoughts were stimulated toward new projects and undertakings.  One task in particular was developing a ray tracer as an additional workload for my research.  The first cause for specifically a ray tracer is that I developed one in C many years ago that used now deprecated libraries.  Secondly, prior to my last paper deadline, another professor suggested ray tracers as having many useful characteristics.  So I've been porting my old code from C to C#.  This series of posts will discuss some design decisions relating to the porting, additional optimizations that have been introduced, and other interesting headaches / pitfalls.

On the first order, porting the implementations was fairly straight forward.  The original code had some level of object-oriented (OO) design with triangles and spheres both encapsulated within "ray objects" (see Object Oriented C Part1).  But much of the implementation was a mangled mess.  For example, both colors and positions were represented by float triplets.  And so, some glue logic was required to convert from the ARGB color mode into the float space used by the tracer.  But being object-oriented, I could setup type conversions and operator overloads that significantly reduced the inelegance of the original implementation.

Now with a reasonable working port of the original code, the question arose: how to make it perform well?  The original used all sorts of tricks some useful like bounding spheres around the triangles and some not, like preallocating the intermediate space.  As always, there are a variety of levels of abstraction to target for performance work.  My original implementation only focused on micro optimizations like avoiding memory allocations, etc.  (And performance profiles showed that the largest single contributor was sqrt, but I didn't have a "fix" for that.)  However, especially within a higher-level language, many of these choices are denied and so my improvements have taken first to the algorithmic level.

Two (or more) posts will yet follow.  The first on finding and handling a sufficiently interesting scene to render.  And the second will be focused on reducing the computations required to render this scene.