Naive ray-tracing A divide-and-conquer approach

Naive ray-tracing A divide-and-conquer approach
复制标题

朴素光线追踪分而治之的方法

DOI:
10.1145/2019627.2019636
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发表时间:
2011
影响因子:
6.2
通讯作者:
Mora B
Mora B
中科院分区:
计算机科学1区
文献类型:
--
作者:
Mora B

文献摘要

相似文献

我们提出了一个有效的光线跟踪算法,第一次,不存储任何数据结构时,执行空间细分,并直接计算场景内的交点。这种新算法在渲染动态场景时通常比类似的光线跟踪方法更快,并且与静态光线跟踪器相比具有类似的性能水平。内存管理是最小的和确定性的,这简化了光线跟踪工程,因为空间细分数据结构不再考虑在图形管道。这是可能的,通过使用分而治之的方法,并通过具有足够的光线集合,以减少朴素的光线跟踪的复杂性的修改的Whitted的朴素的光线跟踪算法。特别是,该算法擅长自发地解决大型射线/图元相交问题。
We present an efficient ray-tracing algorithm which, for the first time, does not store any data structures when performing spatial subdivisions, and directly computes intersections inside the scene. This new algorithm is often faster than comparable ray-tracing methods at rendering dynamic scenes, and has a similar level of performance when compared to static ray-tracers. Memory management is made minimal and deterministic, which simplifies ray-tracing engineering, as spatial subdivision data structures are no longer considered in the graphics pipeline. This is possible with a modification of Whitted's naive ray-tracing algorithm by using a divide-and-conquer approach, and by having a sufficient collection of rays in order to reduce the complexity of naive ray-tracing. In particular, the algorithm excels at spontaneously solving large Ray/Primitive intersection problems.