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A Hybrid GPU Rasterized and Ray Traced Rendering Pipeline for Real Time Rendering of Per Pixel Effects

机译:混合GPU栅格化和光线跟踪的渲染管线,可实现每像素效果的实时渲染

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Rendering in 3D games typically uses rasterization approaches in order to guarantee interactive frame rates, since ray tracing, a superior method for rendering photorealistic images, has greater computational cost. With the advent of massively parallel processors in the form of GPUs, parallelized ray tracing have been investigated as an alternative to rasterization techniques. While many works present parallelization methods for the classical ray tracing algorithm, in order to achieve interactive, or even real time ray tracing rendering, we present a rasterized and ray traced hybrid technique, completely done in GPU. While a deferred render model determines the colors of primary rays, a ray tracing phase compute other effects such as specular reflection and transparency, in order to achieve effects that are not easily obtained with rasterization. We also present a heuristic approach that select a subset of relevant objects to be ray traced, avoiding traversing rays for objects that might not have a significant contribution to the real time experience. This selection is capable of maintaining the real time requirement of games, while offering superior visual effects.
机译:3D游戏中的渲染通常使用光栅化方法来保证交互式帧频,因为光线跟踪(一种用于渲染逼真的图像的高级方法)具有更高的计算成本。随着以GPU形式出现的大规模并行处理器的出现,已经研究了并行化光线跟踪作为光栅化技术的替代方法。尽管许多作品提出了用于经典光线跟踪算法的并行化方法,但是为了实现交互式甚至实时的光线跟踪渲染,我们提出了一种光栅化和光线跟踪的混合技术,该技术完全在GPU中完成。延迟渲染模型确定主光线的颜色时,光线跟踪阶段会计算其他效果,例如镜面反射和透明度,以实现光栅化难以获得的效果。我们还提出了一种启发式方法,该方法选择要跟踪光线的相关对象的子集,从而避免遍历可能对实时体验没有重大贡献的对象的光线。此选择能够满足游戏的实时要求,同时提供出色的视觉效果。

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