Two-level ray tracing with recordering for highly complex scenes

vts_7619_10913.pdf (10.75Mb)
25 Seiten
25 Seiten
Veröffentlichung
2011-05-29Authors
Hanika, Johannes
Lensch, Hendrik P. A.
Keller, Alexander
Bericht
Faculties
Fakultät für Ingenieurwissenschaften und InformatikSeries
Ulmer Informatik-Berichte
Abstract
We introduce a ray tracing architecture which is able to handle highly complex geometry modeled by the classic production approach of surface patches tessellated to micro-polygons, where the number of micro-polygons can exceed the available memory. Two novel techniques allow us to carry out global illumination computations in such scenes and to trace the resulting incoherent sets of rays efficiently. For one, we introduce a technique for building the BVH over tessellated patches in time linear in the number of micro-polygons. Second, we present a two-stage ray tracing system which is highly parallel and minimizes the number of tessellation steps by reordering rays. The technique can accelerate rendering scenes of billions of micro-polygons and objects with complex reflection shaders using deferred shading.
Date created
2009
Subject headings
[GND]: Computergraphik | Ray tracing[LCSH]: Computer graphics | Ray tracing algorithms
[DDC subject group]: DDC 004 / Data processing & computer science
Metadata
Show full item recordDOI & citation
Please use this identifier to cite or link to this item: http://dx.doi.org/10.18725/OPARU-1754
Hanika, Johannes; Lensch, Hendrik P. A.; Keller, Alexander (2011): Two-level ray tracing with recordering for highly complex scenes. Open Access Repositorium der Universität Ulm und Technischen Hochschule Ulm. http://dx.doi.org/10.18725/OPARU-1754
Citation formatter >