Spectral light transport simulation using a precision-based ray tracing architecture
Auch gedruckt in der BibliothekZ: J-H 13.934; W: W-H 12.399
FakultätenFakultät für Ingenieurwissenschaften und Informatik
LizenzStandard (Fassung vom 01.10.2008)
Rendering is one of the main areas of computer graphics. It is the process of creating realistic images from 3d scene descriptions and reflectance data by solving the global illumination problem e.g. by taking into account all light paths connecting the light sources and the sensors and summing up their contributions. Fields of applications include scientific visualization and simulation, fast rendering of vast datasets for visual effects in movie production, or product design. These all have their particular, high demands on a rendering system with a wide variety of input. This thesis explores how rendering can be made more robust for these requirements. In particular, it is investigated how the calculation of intersections between light and geometry can be made numerically robust, to guarantee that no intersections are missed due to inaccuracies. Additionally, a novel way to efficiently handle very large input data is investigated. This method is based on reordering ray buffers and makes it possible to ray trace complex input data consisting of billions of micro-polygons. It is demonstrated that expensive creation of procedural geometry, out-of-core techniques, and large shading data can be used with this approach. On top of this, a color managed, bispectral light transport framework is presented, which can handle fluorescent materials. Examples of spectrally and bispectrally acquired data sets are shown. With these contributions, a rendering system can be created which can precisely simulate physically-based spectral light transport and robustly handle very complex geometry and materials.
Erstellung / Fertigstellung
Normierte SchlagwörterRay tracing [GND]
Rendering: Computer graphics [GND]