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1.
一种基于八叉树空间剖分技术的光线跟踪算法   总被引:1,自引:0,他引:1  
光线跟踪算法是生成真实感图形的主要算法之一。为了提高光线追踪速度,在研究和比较各种光线跟踪算法的基础上,提出了一种基于八叉树数据结构的光线追踪算法。并结合基于重心坐标系的快速求交算法来提高光线跟踪的求交效率,使用重心坐标来表示包含三角形面片的参数平面,不用像三角形顶点一样需要长期存储,能够快速判定光线与三角形是否相交并计算出交点。实验结果表明,该算法能够在保证图像质量的同时提高绘制速度。  相似文献   

2.
针对真实感渲染光线追踪流程中光线和场景求交计算量大、渲染速度慢的问题,提出一种基于Intel集成众核架构的并行光线追踪加速方法.在场景预处理阶段,首先构建四分支场景加速结构,以适应于MIC的硬件架构.在光线追踪阶段,首先通过CPU主核控制光线追踪整体流程,该主核采用多线程调度优化策略,调度MIC从核进行光线和场景树的求交操作,实现CPU和MIC的异步数据传输,充分利用主从核的计算能力;在MIC从核的光线和场景树求交过程中提出一种并行求交算法,充分利用MIC宽SIMD处理单元,实现光线和场景树4个结点并行求交的向量化操作,以加速求交过程.实验结果表明,与CPU原生模式相比,文中方法在光线求交阶段可达到2~4倍的加速效果,整体光线追踪流程渲染速度亦得到显著提升.  相似文献   

3.
一种用于光线与三角形网格求交运算的有效剔除算法   总被引:3,自引:0,他引:3  
徐智渊  唐泽圣  唐龙 《软件学报》2003,14(10):1787-1795
提出一种用于光线与三角形网格求交运算中的有效剔除算法.算法中,一根光线被定义为两个非平行平面的交线.针对由稠密三角形网格组成的复杂场景,算法通过三角形和测试平面的相交判断剔除与投射光线不相交的绝大多数三角面片.利用该算法,光线跟踪中主光线在图像空间的相关性可以方便、直观地被利用.为了利用物体在景物空间的相关性,算法可以结合层次包围盒、八叉树等常见的场景划分方法.而且,该算法可以方便地扩展应用于一般多边形网格.  相似文献   

4.
本文提出了一种新的光线与多边形的快速求交算法,以用于加速光线跟踪过程中的求交计算,这种算法不仅对凸,凹多边形(无论有无内环)都适用,而且无中间数据的存取,无除法等复杂运算,算法简单,便于在一般软硬件环境下的实现。  相似文献   

5.
提出了一种光线跟踪与β样条曲面快速求交算法。加快了光线跟踪技术的求交运算,以实现虚拟现实中真实感图形的实时绘制。实验结果表明,该算法较已有算法快,有一定的实用价值。  相似文献   

6.
在三维场景仿真过程中,为了实现真实的光影效果,通常采用光线追踪法对场景进行渲染。光线追踪算法的核心过程是光线与场景中的片元进行相交测试,而对于一个复杂的场景,该过程计算量非常大。为了改善光线追踪算法的计算速度问题,实现一种基于CUDA(Compute Unified Device Architecture)的光线追踪算法。该算法利用GPU的并行处理能力同时结合KD-Tree加速相交测试过程,最终提高仿真场景的渲染速度。通过实验表明,该算法的KD-Tree创建性能相比传统方法提升约20%,光线追踪性能提升约6倍。  相似文献   

7.
光线追踪显示体数据的新求交算法   总被引:14,自引:0,他引:14  
本文就利用光线追踪方法完成的体绘制提出一种新的求交算法,此算法与以前的求交算法有本质上的不同,求交过程不再是相对于CELL进行求交,而是直接相对于x,y,z族平面直接进行求交,故此算法所需的运算量相以地于其它算法是非常小的,而且可以直接控制求交顺序而无需排序,这样得到的求交结果对于反续的运算是极方便的,由分析求交过程可以方便的得到交点所对应的CELL标号,这又方便了颜色向量,隐匿因子的积累、结合等  相似文献   

8.
目前,计算机图形学的技术包括有光栅化,光线追踪,辐射度3种主流算法.而光线追踪又以其绘制的真实感性及实现的方便性,受到了广泛的应用.但光线追踪的最大问题在于性能.围绕光线追踪中的核心算法-射线与三角形相交算法展开讨论,引入基于Intel TBB并行编程工具的线程级并行技术以及基于SIMD的指令并行技术,提高其算法的速度.其加速技术可以使光线跟踪的性能在计算机多核的情况下,相对于串行跟踪方法有明显的改善.  相似文献   

9.
文章提出了一种基于球形光线追踪的位移贴图算法。该算法相对于传统的位移贴图算法,不需要调整原几何体的三角形面,降低了中央处理器和图形处理器的负担,并且克服了基于等间隔采样的光线追踪算法收敛速度慢,可能出现采样失真的问题。最后,论文还针对目前的图形硬件的可编程特性,对算法进行了硬件加速,使该算法能满足虚拟现实程序所要求的实时性。  相似文献   

10.
一种基于光线相关性的快速光线跟踪算法   总被引:2,自引:0,他引:2  
在分析和比较现有光线跟踪快速求交算法的基础上,基于光线相关性研究和探索了逐步细分光线跟踪算法,以减少光线求交次数。本方法为实时生成真实感图形提供了一条很有潜力的实现途径。  相似文献   

11.
We present an approach to visualizing particle-based simulation data using interactive ray tracing and describe an algorithmic enhancement that exploits the properties of these data sets to provide highly interactive performance and reduced storage requirements. This algorithm for fast packet-based ray tracing of multilevel grids enables the interactive visualization of large time-varying data sets with millions of particles and incorporates advanced features like soft shadows. We compare the performance of our approach with two recent particle visualization systems: one based on an optimized single ray grid traversal algorithm and the other on programmable graphics hardware. This comparison demonstrates that the new algorithm offers an attractive alternative for interactive particle visualization.  相似文献   

12.
Interactive Rendering with Coherent Ray Tracing   总被引:10,自引:1,他引:9  
For almost two decades researchers have argued that ray tracing will eventually become faster than the rasterization technique that completely dominates todays graphics hardware. However, this has not happened yet. Ray tracing is still exclusively being used for off-line rendering of photorealistic images and it is commonly believed that ray tracing is simply too costly to ever challenge rasterization-based algorithms for interactive use. However, there is hardly any scientific analysis that supports either point of view. In particular there is no evidence of where the crossover point might be, at which ray tracing would eventually become faster, or if such a point does exist at all.
This paper provides several contributions to this discussion: We first present a highly optimized implementation of a ray tracer that improves performance by more than an order of magnitude compared to currently available ray tracers. The new algorithm make better use of computational resources such as caches and SIMD instructions and better exploits image and object space coherence. Secondly, we show that this software implementation can challenge and even outperform high-end graphics hardware in interactive rendering performance for complex environments. We also provide an brief overview of the benefits of ray tracing over rasterization algorithms and point out the potential of interactive ray tracing both in hardware and software.  相似文献   

13.
We present a novel representation and algorithm, ReduceM, for memory efficient ray tracing of large scenes. ReduceM exploits the connectivity between triangles in a mesh and decomposes the model into triangle strips. We also describe a new stripification algorithm, Strip‐RT, that can generate long strips with high spatial coherence. Our approach uses a two‐level traversal algorithm for ray‐primitive intersection. In practice, ReduceM can significantly reduce the storage overhead and ray trace massive models with hundreds of millions of triangles at interactive rates on desktop PCs with 4‐8GB of main memory.  相似文献   

14.
We present a novel approach to ray tracing execution on commodity graphics hardware using CUDA. We decompose a standard ray tracing algorithm into several data‐parallel stages that are mapped efficiently to the massively parallel architecture of modern GPUs. These stages include: ray sorting into coherent packets, creation of frustums for packets, breadth‐first frustum traversal through a bounding volume hierarchy for the scene, and localized ray‐primitive intersections. We utilize the well known parallel primitives scan and segmented scan in order to process irregular data structures, to remove the need for a stack, and to minimize branch divergence in all stages. Our ray sorting stage is based on applying hash values to individual rays, ray stream compression, sorting and decompression. Our breadth‐first BVH traversal is based on parallel frustum‐bounding box intersection tests and parallel scan per each BVH level. We demonstrate our algorithm with area light sources to get a soft shadow effect and show that our concept is reasonable for GPU implementation. For the same data sets and ray‐primitive intersection routines our pipeline is ~3x faster than an optimized standard depth first ray tracing implemented in one kernel.  相似文献   

15.
We present a new approach for simulating real-time sound propagation in complex, virtual scenes with dynamic sources and objects. Our approach combines the efficiency of interactive ray tracing with the accuracy of tracing a volumetric representation. We use a four-sided convex frustum and perform clipping and intersection tests using ray packet tracing. A simple and efficient formulation is used to compute secondary frusta and perform hierarchical traversal. We demonstrate the performance of our algorithm in an interactive system for complex environments and architectural models with tens or hundreds of thousands of triangles. Our algorithm can perform real-time simulation and rendering on a high-end PC.  相似文献   

16.
The modern graphics processing units (GPUs), found on almost every personal computer, use the z-buffer algorithm to compute visibility. Ray tracing, an alternative to the z-buffer algorithm, delivers higher visual quality than the z-buffer algorithm but has historically been too slow for interactive use. However, ray tracing has benefited from improvements in computer hardware, and many believe it will replace the z-buffer algorithm as the graphics engine on PCs. If this replacement happens, it will imply fundamental changes in both the API to and capabilities of 3D graphics engines. This paper overviews the backgrounds in z-buffer and ray tracing, presents our case that ray tracing will replace z-buffer in the near future, and discusses the implications for graphics oriented classes should this switch to ray tracing occur. Since computer gaming is one of the most important industry driving graphics hardware and the fact that recently there are many computer science courses related to games and games development, we also describe the potential impact on games related classes.  相似文献   

17.
Parallel implementations of Ray Tracing have been enabling real time performance, as the algorithm is embarrassingly parallel. However, in order to achieve both interactivity and real time performance, the algorithm should run at a high frame rates, i.e. at least 60 frames per second. Thus, a custom parallel design in hardware is likely to achieve high rendering performance. In this paper, we improve the GridRT architecture presented in previous work. GridRT is capable of dealing with the main desirable features of Ray Tracing, such as shadows and reflection effects, imposing low area cost and a promising rendering performance. As to this work, an application-specific instruction has been added and the underlaying computation embedded into the processor’s microprogram in order to calculate the ray–triangle intersection computations. These computations are performed in pipeline, whenever possible, yielding to a considerable reduction in terms of cycles per intersection test. The presented architecture is based on the uniform grid acceleration structure. It allows for a massive twofold parallelism: parallel ray–triangle intersection tests as well as parallel processing of many rays. A hardware implementation of the improved architecture is presented, together with the corresponding performance results and resources requirements. The rendering time is reduced by 80% using a grid configuration of eight processing elements and each intersection computation time is reduced by 50% with respect to the original GridRT implementation.  相似文献   

18.
为了在玉米仿真中构建逼真有效的光环境,提出一种基于二分内包围盒的玉米光照逆光线跟踪算法。首先,在玉米表面建立二分内包围盒进行预处理,减少光线与玉米相交运算量;其次,引入遮挡因子简化光能计算的复杂度;最后,通过调整光能阈值达到光环境逼真度和算法效率的统一。为了验证算法的快速有效性,建立玉米模型,对比不同包围盒求交运算的速率,得出二分内包围盒的求交速度最快,逆光线跟踪算法模拟出的玉米生长效果较为逼真。  相似文献   

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