Real Time Ray Tracing of Analytic and Implicit Surfaces

Finn Petrie, S. Mills
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引用次数: 1

Abstract

Real-time ray-tracing debuted to consumer GPU hardware in 2018. Primary examples however, have been of hybrid raster and ray-tracing methods that are restricted to triangle mesh geometry. Our research looks at the viability of procedural methods in the real-time setting. We give implementations of analytical and implicit geometry in the domain of the global illumination algorithms bi-directional path-tracing, and GPU Photon-Mapping – both of which we have adapted to the new ray-tracing shader stages, as shown in Figure 1. Despite procedural intersections being more expensive than triangle intersections in Nvidia’s RTX hardware, our results show that these descriptions still run at interactive rates within computationally expensive multi-pass ray-traced global illumination and demonstrate the practical benefits of the geometry.
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解析曲面和隐式曲面的实时光线追踪
实时光线追踪于2018年首次亮相消费类GPU硬件。然而,主要的例子是混合光栅和光线追踪方法,这些方法仅限于三角形网格几何。我们的研究着眼于程序方法在实时环境中的可行性。我们给出了全局照明算法领域的解析几何和隐式几何的实现,双向路径跟踪和GPU光子映射-我们已经适应了新的光线跟踪着色器阶段,如图1所示。尽管在Nvidia的RTX硬件中,程序交叉点比三角形交叉点更昂贵,但我们的结果表明,这些描述仍然在计算昂贵的多通道光线跟踪全局照明中以交互速率运行,并展示了几何图形的实际优势。
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