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A Shading Reuse Method for Efficient Micropolygon Ray Tracing

机译:一种有效的微多边形射线追踪的阴影重用方法

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We present a shading reuse method for micropolygon ray tracing. Unlike previous shading reuse methods that require an explicit object-to-image space mapping for shading density estimation or shading accuracy, our method performs shading density control and actual shading reuse in different spaces with uncorrelated criterions. Specifically, we generate the shading points by shooting a user-controlled number of shading rays from the image space, while the evaluated shading values are assigned to antialiasing samples through object-space nearest neighbor searches. Shading samples are generated in separate layers corresponding to first bounce ray paths to reduce spurious reuse from very different ray paths. This method eliminates the necessity of an explicit object-to-image space mapping, enabling the elegant handling of ray tracing effects such as reflection and refraction. The overhead of our shading reuse operations is minimized by a highly parallel implementation on the GPU. Compared to the state-of-the-art micropolygon ray tracing algorithm, our method is able to reduce the required shading evaluations by an order of magnitude and achieve significant performance gains.
机译:我们提出了一种用于微多边形射线追踪的阴影重用方法。与以前的阴影重用方法不同,该方法需要显式的对象到图像空间映射以估计阴影密度或阴影精度,而我们的方法在不相关的条件下执行阴影密度控制和不同空间中的实际阴影重用。具体来说,我们通过从图像空间拍摄用户控制数量的阴影射线来生成阴影点,同时通过对象空间最近邻搜索将评估的阴影值分配给抗锯齿样本。在与第一反射光线路径相对应的单独层中生成阴影样本,以减少来自非常不同的光线路径的虚假重用。此方法消除了显式的对象到图像空间映射的必要性,从而能够优雅地处理射线跟踪效果(例如反射和折射)。通过在GPU上高度并行的实现,可将阴影重用操作的开销降至最低。与最新的微多边形光线跟踪算法相比,我们的方法能够将所需的阴影评估减少一个数量级,并获得显着的性能提升。

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