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2006 IEEE Symposium on Interactive Ray Tracing最新文献

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Omnidirectional Ray Tracing Traversal Algorithm for kd-trees kd-树的全向光线追踪遍历算法
Pub Date : 2006-09-01 DOI: 10.1109/RT.2006.280215
A. Reshetov
We propose a new kd-tree traversal algorithm for incoherent groups of rays which reduces number of intersection tests by more than 1.5times compared with splitting the group into coherent subgroups
本文提出了一种新的非相干射线群的kd-tree遍历算法,该算法比将射线群划分为相干子群减少了1.5倍以上的相交测试次数
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引用次数: 46
On building fast kd-Trees for Ray Tracing, and on doing that in O(N log N) 关于为光线追踪构建快速kd树,以及在O(N log N)内完成
Pub Date : 2006-09-01 DOI: 10.1109/RT.2006.280216
I. Wald, V. Havran
Though a large variety of efficiency structures for ray tracing exist, kd-trees today seem to slowly become the method of choice. In particular, kd-trees built with cost estimation functions such as a surface area heuristic (SAH) seem to be important for reaching high performance. Unfortunately, most algorithms for building such trees have a time complexity of O(N log2 N), or even O(N2). In this paper, we analyze the state of the art in building good kd-trees for ray tracing, and eventually propose an algorithm that builds SAH kd-trees in O(N log N), the theoretical lower bound
尽管存在各种各样的光线追踪效率结构,但如今kd树似乎逐渐成为首选方法。特别是,使用成本估计函数(如表面积启发式(SAH))构建的kd树对于达到高性能似乎很重要。不幸的是,大多数构建这种树的算法的时间复杂度为O(N log2n),甚至O(N2)。在本文中,我们分析了构建用于光线追踪的良好kd-树的技术现状,并最终提出了一种在O(N log N)理论下界内构建SAH kd-树的算法
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引用次数: 394
Ray Casting of Trimmed NURBS Surfaces on the GPU 光线投射修剪NURBS表面上的GPU
Pub Date : 2006-09-01 DOI: 10.1109/RT.2006.280226
Hans-Friedrich Pabst, JanP. Springer, Andre Schollmeyer, Robert Lenhardt, Christian Lessig, Bernd Froehlich
We propose a conceptual extension of the standard triangle-based graphics pipeline by an additional intersection stage. The corresponding intersection program performs ray-object intersection tests for each fragment of an object's bounding volume. The resulting hit fragments are transferred to the fragment shading stage for computing the illumination and performing further fragment operations. Our approach combines the efficiency of the standard hardware graphics pipeline with the advantages of ray casting such as pixel accurate rendering and exact normal as well as early ray termination. This concept serves as a framework for the implementation of an interactive ray casting system for trimmed NURBS surfaces. We show how to realize an iterative ray-object intersection method for NURBS primitives as an intersection program. Convex hulls are used as tight bounding volumes for the NURBS patches to minimize the number of fragments to be processed. In addition, we developed a trimming algorithm for the GPU that works with an exact representation of the trimming curves. First experiments with our implementation show that real-time rendering of medium complex scenes is possible on current graphics hardware
我们提出了一个概念上的扩展标准的基于三角形的图形管道通过一个额外的交集阶段。相应的相交程序对对象边界体积的每个片段执行射线-物体相交测试。产生的命中碎片被转移到片段着色阶段,用于计算照明并执行进一步的片段操作。我们的方法结合了标准硬件图形管道的效率和光线投射的优势,如像素精确渲染和精确法线以及早期光线终止。这个概念作为一个框架,用于实现一个交互式光线投射系统的修整NURBS表面。我们展示了如何实现NURBS原语的迭代射线-物体相交方法作为相交程序。凸包被用作NURBS补丁的紧密边界体积,以最小化要处理的碎片数量。此外,我们为GPU开发了一种微调算法,该算法可以精确地表示微调曲线。我们的实现的第一个实验表明,在当前的图形硬件上,中等复杂场景的实时渲染是可能的
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引用次数: 37
期刊
2006 IEEE Symposium on Interactive Ray Tracing
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