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Software algorithms for hardware ray tracing.

机译:用于硬件光线跟踪的软件算法。

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摘要

This dissertation explores three key facets of software algorithms for custom hardware ray tracing: primitive intersection, shading, and acceleration structure construction. For the first, primitive intersection, we show how nearly all of the existing direct three-dimensional (3D) ray-triangle intersection tests are mathematically equivalent. Based on this, a genetic algorithm can automatically tune a ray-triangle intersection test for maximum speed on a particular architecture. We also analyze the components of the intersection test to determine how much floating point precision is required and design a numerically robust intersection algorithm. Next, for shading, we deconstruct Perlin noise into its basic parts and show how these can be modified to produce a gradient noise algorithm that improves the visual appearance. This improved algorithm serves as the basis for a hardware noise unit. Lastly, we show how an existing bounding volume hierarchy can be postprocessed using tree rotations to further reduce the expected cost to traverse a ray through it. This postprocessing also serves as the basis for an efficient update algorithm for animated geometry. Together, these contributions should improve the efficiency of both software- and hardware-based ray tracers.
机译:本文探讨了用于定制硬件光线跟踪的软件算法的三个关键方面:基本相交,阴影和加速结构构建。对于第一个原始相交,我们展示了几乎所有现有的直接三维(3D)射线三角形相交测试在数学上是等效的。基于此,遗传算法可以自动调整射线三角形相交测试,以在特定体系结构上实现最大速度。我们还分析了相交测试的组件,以确定需要多少浮点精度,并设计了一种数值健壮的相交算法。接下来,对于阴影,我们将Perlin噪声分解为其基本部分,并说明如何进行修改以产生可改善视觉外观的梯度噪声算法。这种改进的算法可作为硬件噪声单元的基础。最后,我们展示了如何使用树旋转对现有的边界体积层次结构进行后处理,以进一步降低穿过射线穿过它的预期成本。此后处理还充当动画几何的高效更新算法的基础。总之,这些贡献将提高基于软件和基于硬件的光线跟踪器的效率。

著录项

  • 作者

    Kensler, Andrew E.;

  • 作者单位

    The University of Utah.;

  • 授予单位 The University of Utah.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2011
  • 页码 139 p.
  • 总页数 139
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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