G6: Spatial Acceleration Flashcards

1
Q

Why is naïve ray casting expensive?

A

Because it loops over all aspects of the scene for each ray.

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2
Q

What can we do to accelerate the ray casting algorithm?

A

Call fewer intersection tests

Make intersection tests more efficient

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3
Q

What are the two key ideas for acceleration?

A

Hierarchical partitioning

Bounding complex objects with simpler primitives

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4
Q

What is the goal of spatial acceleration structures?

A

To reduce computation using hierarchical and/or bounding strategies.

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5
Q

Name some types of spatial acceleration structures.

A

Uniform grids

Bounding volumes

Bounding Volume Hierarchies (BVH)

k-d trees (quadtree, octree)

Binary Space Partitioning (BSP)

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6
Q

What’s the difference between object partitioning and space partitioning?

A

Object partitioning: Divides objects into groups

Space partitioning: Divides the space the objects occupy (adaptive or uniform)

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7
Q

How does a uniform grid help with ray tracing?

A

It lets the ray step through grid cells and only check objects in the cells it traverses.

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8
Q

What is a bounding volume?

A

A simple shape enclosing a complex object, used to cheaply test for potential intersection.

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9
Q

When is bounding volume testing worthwhile?

A

The shape is simple

The object inside is complex

The bounding shape is a good fit (“tightness vs complexity”)

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10
Q

Compare types of bounding volumes.

A

Sphere: Easy to intersect, but usually not tight

AABB: Axis-aligned, tighter and easy to intersect

OBB: Oriented box, tighter for arbitrary shapes but requires transforming

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11
Q

How does the AABB ray intersection test work?

A

Parameterize ray by distance t

Compute t intervals for each axis

Check if the intersection of all intervals is non-empty

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12
Q

What is a Bounding Volume Hierarchy (BVH)?

A

A tree where each node contains a bounding volume for a subset of objects in the scene.

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13
Q

How do you construct a BVH?

A

Recursively split object sets

Create bounding boxes for subsets

Stop when few primitives remain in a box

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14
Q

What are BVH partitioning strategies?

A

Center partition: Split at center along an axis

Median partition: Split based on median object count

Surface Area Heuristic (SAH): Minimize expected ray traversal cost

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15
Q

What theorem does SAH rely on?

A

Probability a ray intersects box B inside A = SA(B)/SA(A)

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16
Q

How does k-d tree construction differ from BVH?

A

k-d tree partitions space, not objects

It’s adaptive (irregular) vs. BVH’s object-based bounding

17
Q

Describe k-d tree ray tracing traversal.

A

Traverse ray through the split space

Visit the closest intersected cell first

Stop on first intersection

18
Q

Trade-offs: Object partitioning vs Spatial partitioning

A

Object (BVH): Easier updates, simpler tree

Space (k-d tree): Better hit accuracy, but may test same object multiple times

19
Q

Trade-offs: Adaptive vs Non-Adaptive structures

A

Adaptive: Better for complex distributions, costly to build

Non-Adaptive: Fast to build, works best for uniform scenes

20
Q

What are other uses of spatial acceleration beyond ray tracing?

A

Collision detection

View Frustum Culling for rasterization

Path and motion planning