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:20240214T070243Z 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:Technical Communications, Technical Papers\n\nJacob Haydel (Un iversity of Utah); Cem Yuksel (University of Utah, Roblox); and Larry Seil er (Independent)\n\nWe introduce an adaptive level-of-detail technique for ray tracing triangle meshes that aims to reduce the memory bandwidth used during ray traversal, which can be the bottleneck for rendering time with large scenes and the primary consumer of energy. We propose a specific da ta structure for hierarchically representing triangle meshes, allowing loc alized decisions for the desired mesh resolution per ray. Starting with th e lowest-resolution triangle mesh level, higher-resolution levels are gene rated by tessellating each triangle into four via splitting its edges with arbitrarily-placed vertices. We fit the resulting mesh hierarchy into a s pecialized acceleration structure to perform on-the-fly tessellation level selection during ray traversal. Our structure reduces both storage cost a nd data movement during rendering, which are the main consumers of energy. It also allows continuous transitions between detail levels, while locall y adjusting the mesh resolution per ray and preserving watertightness. We present how this structure can be used with both primary and secondary ray s for reflections and shadows, which can intersect with different tessella tion levels, providing consistent results. We also propose specific hardwa re units to cover the cost of additional compute needed for level-of-detai l operations. We evaluate our method using a cycle-accurate simulation of a custom ray tracing hardware architecture. Our results show that, as comp ared to traditional bounding volume hierarchies, our method can provide mo re than an order of magnitude reduction in energy use and render time, giv en sufficient computational resources.\n\nRegistration Category: Full Acce ss\n\nSession Chair: Bin Chen (Max-Planck-Institut für Informatik, D4: Com puter Graphics) URL:https://asia.siggraph.org/2023/full-program?id=papers_438&sess=sess122 END:VEVENT END:VCALENDAR