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首页> 外文期刊>IEICE Transactions on Information and Systems >A Fast Ray-Tracing Using Bounding Spheres and Frustum Rays for Dynamic Scene Rendering
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A Fast Ray-Tracing Using Bounding Spheres and Frustum Rays for Dynamic Scene Rendering

机译:使用包围球和视锥线进行动态场景渲染的快速光线追踪

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摘要

Ray tracing is one of the most popular techniques for generating photo-realistic images. Extensive research and development work has made interactive static scene rendering realistic. This paper deals with interactive dynamic scene rendering in which not only the eye point but also the objects in the scene change their 3D locations every frame. In order to realize interactive dynamic scene rendering, RTRPS (Ray Tracing based on Ray Plane and Bounding Sphere), which utilizes the coherency in rays, objects, and grouped-rays, is introduced. RTRPS uses bounding spheres as the spatial data structure which utilizes the coherency in objects. By using bounding spheres, RTRPS can ignore the rotation of moving objects within a sphere, and shorten the update time between frames. RTRPS utilizes the coherency in rays by merging rays into a ray-plane, assuming that the secondary rays and shadow rays are shot through an aligned grid. Since a pair of ray-planes shares an original ray, the intersection for the ray can be completed using the coherency in the ray-planes. Because of the three kinds of coherency, RTRPS can significantly reduce the number of intersection tests for ray tracing. Further acceleration techniques for ray-plane-sphere and ray-triangle intersection are also presented. A parallel projection technique converts a 3D vector inner product operation into a 2D operation and reduces the number of floating point operations. Techniques based on frustum culling and binary-tree structured ray-planes optimize the order of intersection tests between ray-planes and a sphere, resulting in 50% to 90% reduction of intersection tests. Two ray-triangle intersection techniques are also introduced, which are effective when a large number of rays are packed into a ray-plane. Our performance evaluations indicate that RTRPS gives 13 to 392 times speed up in comparison with a ray tracing algorithm without organized rays and spheres. We found out that RTRPS also provides competitive performance even if only primary rays are used.
机译:光线跟踪是用于生成逼真的图像的最流行技术之一。广泛的研发工作使交互式静态场景渲染变得现实。本文涉及交互式动态场景渲染,其中不仅视点而且场景中的对象每帧都更改其3D位置。为了实现交互式动态场景渲染,介绍了利用射线,物体和成组射线的相干性的RTRPS(基于射线平面和边界球的射线跟踪)。 RTRPS使用边界球作为空间数据结构,该结构利用对象的一致性。通过使用边界球,RTRPS可以忽略球体内运动对象的旋转,并缩短帧之间的更新时间。 RTRPS通过将光线合并到光线平面中来利用光线的相干性,假设次要光线和阴影光线是通过对齐的网格射出的。由于一对光线平面共享原始光线,因此可以使用光线平面中的相干性来完成光线的交点。由于这三种相干性,RTRPS可以显着减少射线追踪的相交测试次数。还提出了射线平面-球面和射线三角形相交的其他加速技术。并行投影技术将3D矢量内积运算转换为2D运算,并减少了浮点运算的数量。基于视锥剔除和二叉树结构射线平面的技术可优化射线平面与球体之间的相交测试顺序,从而使相交测试减少50%至90%。还介绍了两种射线三角形相交技术,当大量光线聚集到射线平面中时,这是有效的。我们的性能评估表明,与没有组织射线和球体的射线跟踪算法相比,RTRPS的速度提高了13到392倍。我们发现即使仅使用主光线,RTRPS也可以提供竞争性能。

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