1. What kinds of scenes are worst-case scenarios for the two acceleration structures in pbrt? (Consider specific geometric configurations that the approaches will respectively be unable to handle well.) Construct scenes with these characteristics, and measure the performance of pbrt as you add more primitives. How does the worst case for one behave when rendered with the other?
  2. Implement a hierarchical grid accelerator where you refine cells that have an excessive number of primitives overlapping them to instead hold a finer subgrid to store its geometry. (See, for example, Jevans and Wyvill (1989) for one approach to this problem and Ize et al. (2007) for effective methods for deciding when refinement is worthwhile.) Compare both accelerator construction performance and rendering performance to a non-hierarchical grid as well as to the accelerators in this chapter.
  3. Implement smarter overlap tests for building accelerators. Using objects’ bounding boxes to determine which sides of a kd-tree split they overlap can hurt performance by causing unnecessary intersection tests. Therefore, add a bool Shape::Overlaps(const Bounds3f &) const method to the shape interface that takes a world space bounding box and determines if the shape truly overlaps the given bound. A default implementation could get the world bound from the shape and use that for the test, and specialized versions could be written for frequently used shapes. Implement this method for Spheres and Triangles, and modify KdTreeAccel to call it. You may find it helpful to read Akenine-Möller’s paper (2001) on fast triangle-box overlap testing. Measure the change in pbrt’s overall performance caused by this change, separately accounting for increased time spent building the acceleration structure and reduction in ray–object intersection time due to fewer intersections. For a variety of scenes, determine how many fewer intersection tests are performed thanks to this improvement.
  4. Implement “split clipping” in pbrt’s BVH implementation. Read the papers by Ernst and Greiner (2007), Dammertz and Keller (2008a), Stich et al. (2009), and Karras and Aila (2013), and implement one of their approaches to subdivide primitives with large bounding boxes relative to their surface area into multiple subprimitives for tree construction. (Doing so will probably require modification to the Shape interface; you will probably want to design a new interface that allows some shapes to indicate that they are unable to subdivide themselves, so that you only need to implement this method for triangles, for example.) Measure the improvement for rendering actual scenes; a compelling way to gather this data is to do the experiment that Dammertz and Keller did, where a scene is rotated around an axis over progressive frames of an animation. Typically, many triangles that are originally axis aligned will have very loose bounding boxes as they rotate more, leading to a substantial performance degradation if split clipping isn’t used.
  5. The 30-bit Morton codes used for the HLBVH construction algorithm in the BVHAccel may be insufficient for large scenes (note that they can only represent 2 Superscript 10 Baseline equals 1024 steps in each dimension.) Modify the BVHAccel to use 64-bit integers with 63-bit Morton codes for HLBVHs. Compare the performance of your approach to the original one with a variety of scenes. Are there scenes where performance is substantially improved? Are there any where there is a loss of performance?
  6. Investigate alternative SAH cost functions for building BVHs or kd-trees. How much can a poor cost function hurt its performance? How much improvement can be had compared to the current one? (See the discussion in the “Further Reading” section for ideas about how the SAH may be improved.)
  7. Construction time for the BVHAccel and particularly the KdTreeAccel can be a meaningful portion of overall rendering time yet, other than HLBVHs, the implementations in this chapter do not parallelize building the acceleration structures. Investigate techniques for parallel construction of accelerators such as described by Wald (2007) and Shevtsov et al. (2007b), and implement one of them in pbrt. How much of a speedup do you achieve in accelerator construction? How does the speedup scale with additional processors? Measure how much of a speedup your changes translate to for overall rendering. For what types of scenes does your implementation have the greatest impact?
  8. The idea of using spatial data structures for ray intersection acceleration can be generalized to include spatial data structures that themselves hold other spatial data structures rather than just primitives. Not only could we have a grid that has subgrids inside the grid cells that have many primitives in them, but we could also have the scene organized into a hierarchical bounding volume where the leaf nodes are grids that hold smaller collections of spatially nearby primitives. Such hybrid techniques can bring the best of a variety of spatial data structure-based ray intersection acceleration methods. In pbrt, because both geometric primitives and intersection accelerators inherit from the Primitive base class and thus provide the same interface, it’s easy to mix and match in this way. Modify pbrt to build hybrid acceleration structures—for example, using a BVH to coarsely sort the scene geometry and then uniform grids at the leaves of the tree to manage dense, spatially local collections of geometry. Measure the running time and memory use for rendering schemes with this method compared to the current accelerators.
  9. Eisemann et al. (2007) described an even more efficient ray–box intersection test than is used in the BVHAccel. It does more computation at the start for each ray but makes up for this work with fewer computations to do tests for individual bounding boxes. Implement their method in pbrt, and measure the change in rendering time for a variety of scenes. Are there simple scenes where the additional upfront work doesn’t pay off? How does the improvement for highly complex scenes compare to the improvement for simpler scenes?
  10. Read the paper by Segovia and Ernst (2010) on memory-efficient BVHs, and implement their approach in pbrt. How does memory usage with their approach compare to that for the BVHAccel? Compare rendering performance with your approach to pbrt’s current performance. Discuss how your results compare to the results reported in their paper.
  11. Modify pbrt to use the “mailboxing” optimization in the KdTreeAccel to avoid repeated intersections with primitives that overlap multiple kd-tree nodes. Given that pbrt is multi-threaded, you will probably do best to consider either the hashed mailboxing approach suggested by Benthin (2006) or the inverse mailboxing algorithm of Shevtsov et al. (2007a). Measure the performance change compared to the current implementation for a variety of scenes. How does the change in running time relates to changes in reported statistics about the number of ray–primitive intersection tests?
  12. It is often possible to introduce some approximation into the computation of shadows from very complex geometry (consider, e.g., the branches and leaves of a tree casting a shadow). Lacewell et al. (2008) suggested augmenting the acceleration structure with a prefiltered directionally varying representation of occlusion for regions of space. As shadow rays pass through these regions, an approximate visibility probability can be returned rather than a binary result, and the cost of tree traversal and object intersection tests is reduced. Implement such an approach in pbrt, and compare its performance to the current implementation. Do you see any changes in rendered images?