Abstract

The paper studies the direction of modeling and visualization of procedural objects in virtual environment systems, using hardware-accelerated ray tracing. In particular, the task of modeling objects defined by point clouds is considered, exemplified on landscape elements with negative slopes (caves, tunnels, cliffs, etc.). An approach to solve this task on the ray tracing pipeline is proposed, based on constructing bounding boxes, inside which cloud points retain proximity to each other. The paper describes methods and algorithms of forming such local point groups and bounding boxes, basing on a sparse voxel octree. Based on methods and algorithms proposed, a software complex was implemented and tested on a number of point clouds. The approbation showed that developed solution allows landscape features containing tens of millions of points to be modelled in real-time without consuming the power of unified GPU cores. The solutions obtained can be applied in virtual environment systems, scientific visualization, video simulators, geoinformation systems, etc.

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