Ray tracing has long been a method of choice for off-line rendering, but traditionally was too slow for interactive use. With faster hardware and algorithmic improvements this has recently changed, and real-time ray tracing is finally within reach. However, real-time capability also opens up new problems that do not exist in an off-line environment. In particular real-time ray tracing offers the opportunity to interactively ray trace moving/animated scene content. This presents a challenge to the data structures that have been developed for ray tracing over the past few decades. Spatial data structures crucial for fast ray tracing must be rebuilt or updated as the scene changes, and this can become a bottleneck for the speed of ray tracing. This bottleneck has recently received much attention by researchers and that has resulted in a multitude of different algorithms, data structures and strategies for handling animated scenes. The effectiveness of techniques for ray tracing dynamic scenes vary dramatically depending on details such as scene complexity, model structure, type of motion and the coherency of the rays. Consequently, there is so far no approach that is best in all cases, and determining the best technique for a particular problem can be a challenge. In this State of the Art Report (STAR), we aim to survey the different approaches to ray tracing animated scenes, discussing their strengths and weaknesses, and their relationship to other approaches. The overall goal is to help the reader choose the best approach depending on the situation, and to expose promising areas where there is potential for algorithmic improvements.
The most significant deficiency of most of today's interactive ray tracers is that they are restricted to static walkthroughs. This restriction is due to the static nature of the acceleration structures used. While the best reported frame rates for static geometric models have been achieved using carefully constructed kd-trees, this article shows that bounding volume hierarchies (BVHs) can be used to efficiently ray trace large static models.More importantly, the BVH can be used to ray trace deformable models (sets of triangles whose positions change over time) with little loss of performance. A variety of efficiency techniques are used to achieve this performance, but three algorithmic changes to the typical BVH algorithm are mainly responsible. First, the BVH is built using a variant of the surface area heuristic conventionally used to build kd-trees. Second, the topology of the BVH is not changed over time so that only the bounding volumes need to be refit from frame-to-frame. Third, and most importantly, packets of rays are traced together through the BVH using a novel integrated packet-frustum traversal scheme. This traversal scheme elegantly combines the advantages of both packet traversal and frustum traversal and allows for rapid hierarchy descent for packets that hit bounding volumes as well as rapid exits for packets that miss. A BVH-based ray tracing system using these techniques is shown to achieve performance for deformable models comparable to that previously available only for static models.
We present a mathematical framework for enforcing energy conservation in a BRDF by specifying halfway vector distributions in simple two-dimensional domains. Energy-conserving BRDFs can produce plausible rendered images with accurate reflectance behavior, especially near grazing angles. Using our framework, we create an empirical BRDF that allows easy specification of diffuse, specular, and retroreflective materials. We also present a second BRDF model that is useful for data fitting; although it does not preserve energy, it uses the same halfway vector domain as the first model. We show that this data-fitting BRDF can be used to match measured data extremely well using only a small set of parameters. We believe that this is an improvement over table-based lookups and factored versions of BRDF data.
Figure 1: Left: ray casting with shadows (RCS). Middle: Whitted-style ray tracing (WRT). Right: distribution ray tracing (DRT) with 64 samples per pixel. This paper investigates interactive WRT on current hardware and the prospects for interactive DRT on future hardware. ABSTRACTMuch progress has been made toward interactive ray tracing, but most research has focused specifically on ray casting. A common approach is to use "packets" of rays to amortize cost across sets of rays. Whether "packets" can be used to speed up the cost of reflection and refraction rays is unclear. The issue is complicated since such rays do not share common origins and often have less directional coherence than viewing and shadow rays. Since the primary advantage of ray tracing over rasterization is the computation of global effects, such as accurate reflection and refraction, this lack of knowledge should be corrected. We are also interested in exploring whether distribution ray tracing, due to its stochastic properties, further erodes the effectiveness of techniques used to accelerate ray casting. This paper addresses the question of whether packet-based ray tracing algorithms can be effectively used for more than visibility computation. We show that by choosing an appropriate data structure and a suitable packet assembly algorithm we can extend the idea of "packets" from ray casting to Whitted-style and distribution ray tracing, while maintaining efficiency.
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