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Fast Ray-Scene Intersection for Interactive Shadow Rendering with Thousands of Dynamic Lights

机译:快速的射线场景相交,用于具有数千个动态灯光的交互式阴影渲染

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We present a method for the fast computation of the intersection between a ray and the geometry of a scene. The scene geometry is simplified with a 2D array of voxelizations computed from different directions, sampling the space of all possible directions. The 2D array of voxelizations is compressed using a vector quantization approach. The ray-scene intersection is approximated using the voxelization whose rows are most closely aligned with the ray. The voxelization row that contains the ray is looked up, the row is truncated to the extent of the ray using bit operations, and a truncated row with non-zero bits indicates that the ray intersects the scene. We support dynamic scenes with rigidly moving objects by building a separate 2D array of voxelizations for each type of object, and by using the same 2D array of voxelizations for all instances of an object type. We support complex dynamic scenes and scenes with deforming geometry by computing and rotating a single voxelization on the fly. We demonstrate the benefits of our method in the context of interactive rendering of scenes with thousands of moving lights, where we compare our method to ray tracing, to conventional shadow mapping, and to imperfect shadow maps.
机译:我们提出了一种用于快速计算射线与场景几何之间的交点的方法。通过从不同方向计算的三维像素化二维数组简化了场景的几何形状,并采样了所有可能方向的空间。使用矢量量化方法压缩2D三维像素化数组。射线与场景的交点使用体素化来近似,该体素化的行与射线最紧密地对齐。查找包含射线的体素化行,使用位操作将该行截断到射线的程度,并且具有非零位的截断行表示射线与场景相交。我们通过为每种类型的对象构建单独的2D体素化数组,并为对象类型的所有实例使用相同的2D体素化数组,来支持具有刚性移动对象的动态场景。通过动态计算和旋转单个体素化,我们支持复杂的动态场景和具有变形几何形状的场景。我们在与成千上万的移动灯光交互渲染场景的情况下展示了我们的方法的优势,在这里我们将我们的方法与光线跟踪,常规阴影贴图和不完善的阴影贴图进行了比较。

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