Real-time discrete visibility fields for ray-traced dynamic scenes

IF 2.8 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computers & Graphics-Uk Pub Date : 2025-05-01 Epub Date: 2025-03-01 DOI:10.1016/j.cag.2025.104187
Beril Günay, Ahmet Oğuz Akyüz
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Abstract

Environment lighting plays a crucial role in enhancing the realism of rendered images. As environment light sources are distributed over a sphere or hemisphere, the rendering process involves tracing multiple rays per pixel. This process is computationally expensive and therefore achieving real-time results is challenging. Many studies focus on visibility functions to reduce the number of traced rays, often achieved through precomputation methods. This study improves upon a recent CPU-based visibility precomputation method designed for rendering solely static scenes, enabling its use for dynamic scenes. Our key contribution is the parallelization of this algorithm across multiple compute shader invocations which well integrates into the modern real-time rendering pipeline. By analyzing the performance-quality impact of various parameters, we aim to discover the best configuration for a given scene. With our technique the entire preprocessing stage can be executed for a scene with more than 200K triangles in 4ms, allowing for more than a 50 FPS performance including precomputation and rendering.

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光线追踪动态场景的实时离散可见性场
环境照明在增强渲染图像的真实感方面起着至关重要的作用。由于环境光源分布在一个球体或半球上,渲染过程涉及每像素跟踪多个光线。这个过程的计算成本很高,因此实现实时结果具有挑战性。许多研究集中在能见度函数上,以减少跟踪光线的数量,通常通过预计算方法实现。本研究改进了最近一种基于cpu的可视化预计算方法,该方法专为渲染静态场景而设计,使其能够用于动态场景。我们的主要贡献是该算法在多个计算着色器调用之间的并行化,它很好地集成到现代实时渲染管道中。通过分析各种参数对性能质量的影响,我们的目标是发现给定场景的最佳配置。使用我们的技术,整个预处理阶段可以在4毫秒内执行超过20万个三角形的场景,允许超过50帧/秒的性能,包括预计算和渲染。
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来源期刊
Computers & Graphics-Uk
Computers & Graphics-Uk 工程技术-计算机:软件工程
CiteScore
5.30
自引率
12.00%
发文量
173
审稿时长
38 days
期刊介绍: Computers & Graphics is dedicated to disseminate information on research and applications of computer graphics (CG) techniques. The journal encourages articles on: 1. Research and applications of interactive computer graphics. We are particularly interested in novel interaction techniques and applications of CG to problem domains. 2. State-of-the-art papers on late-breaking, cutting-edge research on CG. 3. Information on innovative uses of graphics principles and technologies. 4. Tutorial papers on both teaching CG principles and innovative uses of CG in education.
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