{"title":"Real-time discrete visibility fields for ray-traced dynamic scenes","authors":"Beril Günay, Ahmet Oğuz Akyüz","doi":"10.1016/j.cag.2025.104187","DOIUrl":null,"url":null,"abstract":"<div><div>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 <span><math><mrow><mn>200</mn><mi>K</mi></mrow></math></span> triangles in <span><math><mrow><mn>4</mn><mspace></mspace><mi>ms</mi></mrow></math></span>, allowing for more than a 50 FPS performance including precomputation and rendering.</div></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"128 ","pages":"Article 104187"},"PeriodicalIF":2.5000,"publicationDate":"2025-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers & Graphics-Uk","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0097849325000263","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0
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 triangles in , allowing for more than a 50 FPS performance including precomputation and rendering.
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.