Geometrically Approximated Modeling for Emitter-Centric Ray-Triangle Filtering in Arbitrarily Dynamic LiDAR Simulation
Fuente:
arXiv
Saved in:
| Main Authors: | , , |
|---|---|
| Format: | Preprint |
| Published: |
2026
|
| Subjects: | |
| Online Access: | |
| Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
| _version_ | 1866909032826011648 |
|---|---|
| author | Gajmer, Rabin Haapala, Joonas Beck, Zoltan |
| author_facet | Gajmer, Rabin Haapala, Joonas Beck, Zoltan |
| contents | Real-time Light Detection And Ranging (LiDAR) simulation must find, per emitted ray, the closest intersecting triangle even in dynamic scenes containing large numbers of moving and deformable objects. Dominant acceleration-structure approaches require rebuilding each frame for dynamic geometry -- a cost that compounds directly with scene dynamics and cannot be amortized regardless of how little actually changed.
This paper presents the Gajmer Ray-Casting Algorithm (GRCA), which inverts the question: instead of asking what does each ray hit? it asks which rays can each triangle possibly hit? GRCA geometrically models spinning LiDAR emitters as rotation-traced cones or planes and uses each triangle's emitter-centric apparent area to cull, per triangle, which channels and the rays within those channels can possibly reach it -- without any acceleration structure. GRCA is compute-based and vendor-agnostic by design, targeting highly dynamic, high-resolution simultaneous multi-sensor simulation. At its core, GRCA is a general-purpose ray-casting algorithm: the emitter-centric inversion applies to any setting where rays originate from a known position, not only LiDAR.
Benchmarks evaluate 2-8 simultaneous 128x4096-ray LiDARs (360deg/180deg) over complex dynamic scenes -- with just two sensors casting ~1M rays per frame. With range culling inactive, GRCA reaches up to 7.97x over hardware-accelerated OptiX (GPU) and 14.55x over Embree (CPU).
Two independent extensions further boost performance even in the most complex scene (~22M triangles, ~9M of which are dynamic, 8 LiDARs): range culling at realistic deployment ranges (10-100m) reaches up to 7.02x GPU and 9.33x CPU; a hybrid pipeline -- GRCA for dynamic geometry, OptiX/Embree for static -- reaches up to 10.5x GPU and 19.2x CPU. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2605_10457 |
| institution | arXiv |
| publishDate | 2026 |
| record_format | arxiv |
| spellingShingle | Geometrically Approximated Modeling for Emitter-Centric Ray-Triangle Filtering in Arbitrarily Dynamic LiDAR Simulation Gajmer, Rabin Haapala, Joonas Beck, Zoltan Graphics Performance Robotics 68U05 I.3.7; I.3.5; I.6.3 Real-time Light Detection And Ranging (LiDAR) simulation must find, per emitted ray, the closest intersecting triangle even in dynamic scenes containing large numbers of moving and deformable objects. Dominant acceleration-structure approaches require rebuilding each frame for dynamic geometry -- a cost that compounds directly with scene dynamics and cannot be amortized regardless of how little actually changed. This paper presents the Gajmer Ray-Casting Algorithm (GRCA), which inverts the question: instead of asking what does each ray hit? it asks which rays can each triangle possibly hit? GRCA geometrically models spinning LiDAR emitters as rotation-traced cones or planes and uses each triangle's emitter-centric apparent area to cull, per triangle, which channels and the rays within those channels can possibly reach it -- without any acceleration structure. GRCA is compute-based and vendor-agnostic by design, targeting highly dynamic, high-resolution simultaneous multi-sensor simulation. At its core, GRCA is a general-purpose ray-casting algorithm: the emitter-centric inversion applies to any setting where rays originate from a known position, not only LiDAR. Benchmarks evaluate 2-8 simultaneous 128x4096-ray LiDARs (360deg/180deg) over complex dynamic scenes -- with just two sensors casting ~1M rays per frame. With range culling inactive, GRCA reaches up to 7.97x over hardware-accelerated OptiX (GPU) and 14.55x over Embree (CPU). Two independent extensions further boost performance even in the most complex scene (~22M triangles, ~9M of which are dynamic, 8 LiDARs): range culling at realistic deployment ranges (10-100m) reaches up to 7.02x GPU and 9.33x CPU; a hybrid pipeline -- GRCA for dynamic geometry, OptiX/Embree for static -- reaches up to 10.5x GPU and 19.2x CPU. |
| title | Geometrically Approximated Modeling for Emitter-Centric Ray-Triangle Filtering in Arbitrarily Dynamic LiDAR Simulation |
| topic | Graphics Performance Robotics 68U05 I.3.7; I.3.5; I.6.3 |
| url | https://arxiv.org/abs/2605.10457 |