自由曲面的交互式光线追踪

Carsten Benthin, I. Wald, P. Slusallek
{"title":"自由曲面的交互式光线追踪","authors":"Carsten Benthin, I. Wald, P. Slusallek","doi":"10.1145/1029949.1029968","DOIUrl":null,"url":null,"abstract":"Even though the speed of software ray tracing has recently been increased to interactive performance even on standard PCs, these systems usually only supported triangles as geometric primitives. Directly handling free-form surfaces such as spline or subdivision surfaces instead of first tesselating them offers many advantages such as higher precision results, reduced memory requirements, and faster preprocessing due to less primitives. However, existing algorithms for ray tracing free-form surfaces are much too slow for interactive use.\n In this paper we present a simple and generic approach for ray tracing free-form surfaces together with specific implementations for cubic Bézier and Loop subdivision surfaces. We show that our approach allows to increase the performance by more than an order of magnitude, requires only constant memory, and is largely independent on the total number of free-form primitives in a scene. Examples demonstrate that even scene with over one hundred thousand free-form surfaces can be rendered interactively on a single processor at video resolution.","PeriodicalId":325699,"journal":{"name":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","volume":"35 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2004-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"40","resultStr":"{\"title\":\"Interactive ray tracing of free-form surfaces\",\"authors\":\"Carsten Benthin, I. Wald, P. Slusallek\",\"doi\":\"10.1145/1029949.1029968\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Even though the speed of software ray tracing has recently been increased to interactive performance even on standard PCs, these systems usually only supported triangles as geometric primitives. Directly handling free-form surfaces such as spline or subdivision surfaces instead of first tesselating them offers many advantages such as higher precision results, reduced memory requirements, and faster preprocessing due to less primitives. However, existing algorithms for ray tracing free-form surfaces are much too slow for interactive use.\\n In this paper we present a simple and generic approach for ray tracing free-form surfaces together with specific implementations for cubic Bézier and Loop subdivision surfaces. We show that our approach allows to increase the performance by more than an order of magnitude, requires only constant memory, and is largely independent on the total number of free-form primitives in a scene. Examples demonstrate that even scene with over one hundred thousand free-form surfaces can be rendered interactively on a single processor at video resolution.\",\"PeriodicalId\":325699,\"journal\":{\"name\":\"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa\",\"volume\":\"35 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2004-11-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"40\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1029949.1029968\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1029949.1029968","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 40

摘要

即使软件光线追踪的速度最近已经提高到甚至在标准pc上的交互性能,这些系统通常只支持三角形作为几何基元。直接处理自由曲面,如样条曲面或细分曲面,而不是首先对它们进行镶嵌,可以提供许多优点,例如更高的精度结果,更少的内存需求,以及由于更少的原语而更快的预处理。然而,现有的光线追踪自由曲面的算法对于交互使用来说太慢了。在本文中,我们提出了射线追踪自由曲面的一种简单而通用的方法,以及对立方bsamizier和Loop细分曲面的具体实现。我们表明,我们的方法可以将性能提高一个数量级以上,只需要恒定的内存,并且在很大程度上独立于场景中自由形式原语的总数。实例表明,即使场景有超过十万个自由曲面,也可以在单个处理器上以视频分辨率进行交互渲染。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Interactive ray tracing of free-form surfaces
Even though the speed of software ray tracing has recently been increased to interactive performance even on standard PCs, these systems usually only supported triangles as geometric primitives. Directly handling free-form surfaces such as spline or subdivision surfaces instead of first tesselating them offers many advantages such as higher precision results, reduced memory requirements, and faster preprocessing due to less primitives. However, existing algorithms for ray tracing free-form surfaces are much too slow for interactive use. In this paper we present a simple and generic approach for ray tracing free-form surfaces together with specific implementations for cubic Bézier and Loop subdivision surfaces. We show that our approach allows to increase the performance by more than an order of magnitude, requires only constant memory, and is largely independent on the total number of free-form primitives in a scene. Examples demonstrate that even scene with over one hundred thousand free-form surfaces can be rendered interactively on a single processor at video resolution.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Progressive RBF interpolation Automatic addition of physics components to procedural content Out-of-core real-time visualization of massive 3D point clouds Implementation of the Lucas-Kanade image registration algorithm on a GPU for 3D computational platform stabilisation Adaptive LOD editing of quad meshes
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1