Packet-based whitted and distribution ray tracing

S. Boulos, David Edwards, Dylan Lacewell, J. Kniss, J. Kautz, P. Shirley, I. Wald
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引用次数: 106

Abstract

Much progress has been made toward interactive ray tracing, but most research has focused specifically on ray casting. A common approach is to use "packets" of rays to amortize cost across sets of rays. Whether "packets" can be used to speed up the cost of reflection and refraction rays is unclear. The issue is complicated since such rays do not share common origins and often have less directional coherence than viewing and shadow rays. Since the primary advantage of ray tracing over rasterization is the computation of global effects, such as accurate reflection and refraction, this lack of knowledge should be corrected. We are also interested in exploring whether distribution ray tracing, due to its stochastic properties, further erodes the effectiveness of techniques used to accelerate ray casting. This paper addresses the question of whether packet-based ray tracing algorithms can be effectively used for more than visibility computation. We show that by choosing an appropriate data structure and a suitable packet assembly algorithm we can extend the idea of "packets" from ray casting to Whitted-style and distribution ray tracing, while maintaining efficiency.
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基于分组的稀疏和分布光线跟踪
交互式光线追踪已经取得了很大的进展,但大多数研究都集中在光线投射上。一种常见的方法是使用射线的“包”来分摊射线集的成本。“包”是否可以用来加速反射和折射光线的成本还不清楚。这个问题很复杂,因为这些光线没有共同的起源,而且通常比观察和阴影光线具有更少的方向一致性。由于光线追踪相对于光栅化的主要优势是计算全局效应,例如精确的反射和折射,因此应该纠正这种知识的缺乏。我们也有兴趣探索是否分布光线追踪,由于其随机特性,进一步侵蚀用于加速光线投射的技术的有效性。本文讨论了基于包的光线跟踪算法是否可以有效地用于更多的可见性计算。我们表明,通过选择合适的数据结构和合适的数据包组装算法,我们可以将“数据包”的思想从光线投射扩展到怀特风格和分布光线跟踪,同时保持效率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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