BEGIN:VCALENDAR VERSION:2.0 PRODID:Linklings LLC BEGIN:VTIMEZONE TZID:Australia/Melbourne X-LIC-LOCATION:Australia/Melbourne BEGIN:DAYLIGHT TZOFFSETFROM:+1000 TZOFFSETTO:+1100 TZNAME:AEDT DTSTART:19721003T020000 RRULE:FREQ=YEARLY;BYMONTH=4;BYDAY=1SU END:DAYLIGHT BEGIN:STANDARD DTSTART:19721003T020000 TZOFFSETFROM:+1100 TZOFFSETTO:+1000 TZNAME:AEST RRULE:FREQ=YEARLY;BYMONTH=10;BYDAY=1SU END:STANDARD END:VTIMEZONE BEGIN:VEVENT DTSTAMP:20260114T163701Z LOCATION:Meeting Room C4.11\, Level 4 (Convention Centre) DTSTART;TZID=Australia/Melbourne:20231212T171800 DTEND;TZID=Australia/Melbourne:20231212T173300 UID:siggraphasia_SIGGRAPH Asia 2023_sess122_papers_438@linklings.com SUMMARY:Locally-Adaptive Level-of-Detail for Hardware-Accelerated Ray Trac ing DESCRIPTION:Jacob Haydel (University of Utah); Cem Yuksel (University of U tah, Roblox); and Larry Seiler (Independent)\n\nWe introduce an adaptive l evel-of-detail technique for ray tracing triangle meshes that aims to redu ce the memory bandwidth used during ray traversal, which can be the bottle neck for rendering time with large scenes and the primary consumer of ener gy. We propose a specific data structure for hierarchically representing t riangle meshes, allowing localized decisions for the desired mesh resoluti on per ray. Starting with the lowest-resolution triangle mesh level, highe r-resolution levels are generated by tessellating each triangle into four via splitting its edges with arbitrarily-placed vertices. We fit the resul ting mesh hierarchy into a specialized acceleration structure to perform o n-the-fly tessellation level selection during ray traversal. Our structure reduces both storage cost and data movement during rendering, which are t he main consumers of energy. It also allows continuous transitions between detail levels, while locally adjusting the mesh resolution per ray and pr eserving watertightness. We present how this structure can be used with bo th primary and secondary rays for reflections and shadows, which can inter sect with different tessellation levels, providing consistent results. We also propose specific hardware units to cover the cost of additional compu te needed for level-of-detail operations. We evaluate our method using a c ycle-accurate simulation of a custom ray tracing hardware architecture. Ou r results show that, as compared to traditional bounding volume hierarchie s, our method can provide more than an order of magnitude reduction in ene rgy use and render time, given sufficient computational resources.\n\nRegi stration Category: Full Access\n\nSession Chair: Bin Chen (University of M elbourne)\n\n URL:https://asia.siggraph.org/2023/full-program?id=papers_438&sess=sess122 END:VEVENT END:VCALENDAR