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1.
Ray‐traced global illumination (GI) is becoming widespread in production rendering but incoherent secondary ray traversal limits practical rendering to scenes that fit in memory. Incoherent shading also leads to intractable performance with production‐scale textures forcing renderers to resort to caching of irradiance, radiosity, and other values to amortize expensive shading. Unfortunately, such caching strategies complicate artist workflow, are difficult to parallelize effectively, and contend for precious memory. Worse, these caches involve approximations that compromise quality. In this paper, we introduce a novel path‐tracing framework that avoids these tradeoffs. We sort large, potentially out‐of‐core ray batches to ensure coherence of ray traversal. We then defer shading of ray hits until we have sorted them, achieving perfectly coherent shading and avoiding the need for shading caches.  相似文献   

2.
In this paper we present a novel method for high‐quality rendering of scenes with participating media. Our technique is based on instant radiosity, which is used to approximate indirect illumination between surfaces by gathering light from a set of virtual point lights (VPLs). It has been shown that this principle can be applied to participating media as well, so that the combined single scattering contribution of VPLs within the medium yields full multiple scattering. As in the surface case, VPL methods for participating media are prone to singularities, which appear as bright “splotches” in the image. These artifacts are usually countered by clamping the VPLs' contribution, but this leads to energy loss within the short‐distance light transport. Bias compensation recovers the missing energy, but previous approaches are prohibitively costly. We investigate VPL‐based methods for rendering scenes with participating media, and propose a novel and efficient approximate bias compensation technique. We evaluate our technique using various test scenes, showing it to be visually indistinguishable from ground truth.  相似文献   

3.
    
The efficient evaluation of visibility in a three‐dimensional scene is a longstanding problem in computer graphics. Visibility evaluations come in many different forms: figuring out what object is visible in a pixel; determining whether a point is visible to a light source; or evaluating the mutual visibility between 2 surface points. This paper provides a new, experimental view on visibility, based on a probabilistic evaluation of the visibility function. Instead of checking the visibility against all possible intervening geometry the visibility between 2 points is now evaluated by testing only a random subset of objects. The result is not a Boolean value that is either 0 or 1, but a numerical value that can even be negative. Because we use the visibility evaluation as part of the integrand in illumination computations, the probabilistic evaluation of visibility becomes part of the Monte Carlo procedure of estimating the illumination integral, and results in an unbiased computation of illumination values in the scene. Moreover, the number of intersections tests for any given ray is decreased, since only a random selection of geometric primitives is tested. Although probabilistic visibility is an experimental and new idea, we present a practical algorithm for direct illumination that uses the probabilistic nature of visibility evaluations.  相似文献   

4.
    
We present metalights, a novel Virtual Point Light (VPL) encapsulating structure which enhances classic interleaved shading by improving VPL sampling, based on few initial screen space samples to estimate VPL contribution to current view. Our method leads to important noise variance reduction in the final picture by only adding a small fraction of computation. The implementation is straight‐forward and well adapted to both CPU and GPU‐based engines. We also present different image‐space assignment schemes for the VPL subsets to break the regularity of the noise pattern or to adapt it to simple antialiasing.  相似文献   

5.
    
Simulation of light transport through lens systems plays an important role in graphics. While basic imaging properties can be conveniently derived from linear models (like ABCD matrices), these approximations fail to describe nonlinear effects and aberrations that arise in real optics. Such effects can be computed by proper ray tracing, for which, however, finding suitable sampling and filtering strategies is often not a trivial task. Inspired by aberration theory, which describes the deviation from the linear ray transfer in terms of wavefront distortions, we propose a ray‐space formulation for nonlinear effects. In particular, we approximate the analytical solution to the ray tracing problem by means of a Taylor expansion in the ray parameters. This representation enables a construction‐kit approach to complex optical systems in the spirit of matrix optics. It is also very simple to evaluate, which allows for efficient execution on CPU and GPU alike, including the computation of mixed derivatives of any order. We evaluate fidelity and performance of our polynomial model, and show applications in high‐quality offline rendering and at interactive frame rates.  相似文献   

6.
There are two major ways of calculating ray and parametric surface intersections in rendering. The first is through the use of tessellated triangles, and the second is to use parametric surfaces together with numerical methods such as Newton's method. Both methods are computationally expensive and complicated to implement. In this paper, we focus on Phong Tessellation and introduce a simple direct ray tracing method for Phong Tessellation. Our method enables rendering smooth surfaces in a computationally inexpensive yet robust way.  相似文献   

7.
    
We propose two hardware mechanisms to decrease energy consumption on massively parallel graphics processors for ray tracing. First, we use a streaming data model and configure part of the L2 cache into a ray stream memory to enable efficient data processing through ray reordering. This increases L1 hit rates and reduces off‐chip memory energy substantially through better management of off‐chip memory access patterns. To evaluate this model, we augment our architectural simulator with a detailed memory system simulation that includes accurate control, timing and power models for memory controllers and off‐chip dynamic random‐access memory . These details change the results significantly over previous simulations that used a simpler model of off‐chip memory, indicating that this type of memory system simulation is important for realistic simulations that involve external memory. Secondly, we employ reconfigurable special‐purpose pipelines that are constructed dynamically under program control. These pipelines use shared execution units that can be configured to support the common compute kernels that are the foundation of the ray tracing algorithm. This reduces the overhead incurred by on‐chip memory and register accesses. These two synergistic features yield a ray tracing architecture that reduces energy by optimizing both on‐chip and off‐chip memory activity when compared to a more traditional approach.  相似文献   

8.
    
We present graphics processing unit (GPU) data structures and algorithms to efficiently solve sparse linear systems that are typically required in simulations of multi‐body systems and deformable bodies. Thereby, we introduce an efficient sparse matrix data structure that can handle arbitrary sparsity patterns and outperforms current state‐of‐the‐art implementations for sparse matrix vector multiplication. Moreover, an efficient method to construct global matrices on the GPU is presented where hundreds of thousands of individual element contributions are assembled in a few milliseconds. A finite‐element‐based method for the simulation of deformable solids as well as an impulse‐based method for rigid bodies are introduced in order to demonstrate the advantages of the novel data structures and algorithms. These applications share the characteristic that a major computational effort consists of building and solving systems of linear equations in every time step. Our solving method results in a speed‐up factor of up to 13 in comparison to other GPU methods.  相似文献   

9.
We present novel visual and interactive techniques for exploratory visualization of animal kinematics using instantaneous helical axes (IHAs). The helical axis has been used in orthopedics, biomechanics, and structural mechanics as a construct for describing rigid body motion. Within biomechanics, recent imaging advances have made possible accurate high‐speed measurements of individual bone positions and orientations during experiments. From this high‐speed data, instantaneous helical axes of motion may be calculated. We address questions of effective interactive, exploratory visualization of this high‐speed 3D motion data. A 3D glyph that encodes all parameters of the IHA in visual form is presented. Interactive controls are used to examine the change in the IHA over time and relate the IHA to anatomical features of interest selected by a user. The techniques developed are applied to a stereoscopic, interactive visualization of the mechanics of pig mastication and assessed by a team of evolutionary biologists who found interactive IHA‐based analysis a useful addition to more traditional motion analysis techniques.  相似文献   

10.
Area lights add tremendous realism, but rendering them interactively proves challenging. Integrating visibility is costly, even with current shadowing techniques, and existing methods frequently ignore illumination variations at unoccluded points due to changing radiance over the light's surface. We extend recent image‐space work that reduces costs by gathering illumination in a multiresolution fashion, rendering varying frequencies at corresponding resolutions. To compute visibility, we eschew shadow maps and instead rely on a coarse screen‐space voxelization, which effectively provides a cheap layered depth image for binary visibility queries via ray marching. Our technique requires no precomputation and runs at interactive rates, allowing scenes with large area lights, including dynamic content such as video screens.  相似文献   

11.
Signed distance functions (SDF) to explicit or implicit surface representations are intensively used in various computer graphics and visualization algorithms. Among others, they are applied to optimize collision detection, are used to reconstruct data fields or surfaces, and, in particular, are an obligatory ingredient for most level set methods. Level set methods are common in scientific visualization to extract surfaces from scalar or vector fields. Usual approaches for the construction of an SDF to a surface are either based on iterative solutions of a special partial differential equation or on marching algorithms involving a polygonization of the surface. We propose a novel method for a non‐iterative approximation of an SDF and its derivatives in a vicinity of a manifold. We use a second‐order algebraic fitting scheme to ensure high accuracy of the approximation. The manifold is defined (explicitly or implicitly) as an isosurface of a given volumetric scalar field. The field may be given at a set of irregular and unstructured samples. Stability and reliability of the SDF generation is achieved by a proper scaling of weights for the Moving Least Squares approximation, accurate choice of neighbors, and appropriate handling of degenerate cases. We obtain the solution in an explicit form, such that no iterative solving is necessary, which makes our approach fast.  相似文献   

12.
Computer graphics is one of the most efficient ways to create a stereoscopic image. The process of stereoscopic CG generation is, however, still very inefficient compared to that of monoscopic CG generation. Despite that stereo images are very similar to each other, they are rendered and manipulated independently. Additional requirements for disparity control specific to stereo images lead to even greater inefficiency. This paper proposes a method to reduce the inefficiency accompanied in the creation of a stereoscopic image. The system automatically generates an optimized single image representation of the entire visible area from both cameras. The single image can be easily manipulated with conventional techniques, as it is spatially smooth and maintains the original shapes of scene objects. In addition, a stereo image pair can be easily generated with an arbitrary disparity setting. These convenient and efficient features are achieved by the automatic generation of a stereo camera pair, robust occlusion detection with a pair of Z‐buffers, an optimization method for spatial smoothness, and stereo image pair generation with a non‐linear disparity adjustment. Experiments show that our technique dramatically improves the efficiency of stereoscopic image creation while preserving the quality of the results.  相似文献   

13.
    
Efficient intersection queries are important for ray tracing. However, building and maintaining the acceleration structures is demanding, especially for fully dynamic scenes. In this paper, we propose a quantized intersection framework based on compact voxels to quantize the intersection as an approximation. With high‐resolution voxels, the scene geometry can be well represented, which enables more accurate simulation of global illumination, such as detailed glossy reflections. In terms of memory usage in our graphics processing unit implementation, voxels are binarized and compactly encoded in a few 2D textures. We evaluate the rendering quality at various voxel resolutions. Empirically, high‐fidelity rendering can be achieved at the voxel resolution of 1 K3 or above, which produces images very similar to those of ray tracing. Moreover, we demonstrate the feasibility of our framework for various illumination effects with several applications, including first‐bounce indirect illumination, glossy refraction, path tracing, direct illumination, and ambient occlusion.  相似文献   

14.
We propose a new adaptive algorithm for determining virtual point lights (VPL) in the scope of real‐time instant radiosity methods, which use a limited number of VPLs. The proposed method is based on Metropolis‐Hastings sampling and exhibits better temporal coherence of VPLs, which is particularly important for real‐time applications dealing with dynamic scenes. We evaluate the properties of the proposed method in the context of the algorithm based on imperfect shadow maps and compare it with the commonly used inverse transform method. The results indicate that the proposed technique can significantly reduce the temporal flickering artifacts even for scenes with complex materials and textures. Further, we propose a novel splatting scheme for imperfect shadow maps using hardware tessellation. This scheme significantly improves the rendering performance particularly for complex and deformable scenes. We thoroughly analyze the performance of the proposed techniques on test scenes with detailed materials, moving camera, and deforming geometry.  相似文献   

15.
Our hybrid display model combines multiple automultiscopic elements volumetrically to support horizontal and vertical parallax at a larger depth of field and better accommodation cues compared to single layer elements. In this paper, we introduce a framework to analyze the bandwidth of such display devices. Based on this analysis, we show that multiple layers can achieve a wider depth of field using less bandwidth compared to single layer displays. We present a simple algorithm to distribute an input light field to multiple layers, and devise an efficient ray tracing algorithm for synthetic scenes. We demonstrate the effectiveness of our approach by both software simulation and two corresponding hardware prototypes.  相似文献   

16.
Existing synthesis methods for closely interacting virtual characters relied on user‐specified constraints such as the reaching positions and the distance between body parts. In this paper, we present a novel method for synthesizing new interacting motion by composing two existing interacting motion samples without the need to specify the constraints manually. Our method automatically detects the type of interactions contained in the inputs and determines a suitable timing for the interaction composition by analyzing the spacetime relationships of the input characters. To preserve the features of the inputs in the synthesized interaction, the two inputs will be aligned and normalized according to the relative distance and orientation of the characters from the inputs. With a linear optimization method, the output is the optimal solution to preserve the close interaction of two characters and the local details of individual character behavior. The output animations demonstrated that our method is able to create interactions of new styles that combine the characteristics of the original inputs.  相似文献   

17.
We present a new method to create and preserve the turbulent details generated around moving objects in SPH fluid. In our approach, a high‐resolution overlapping grid is bounded to each object and translates with the object. The turbulence formation is modeled by resolving the local flow around objects using a hybrid SPH‐FLIP method. Then these vortical details are carried on SPH particles flowing through the local region and preserved in the global field in a synthetic way. Our method provides a physically plausible way to model the turbulent details around both rigid and deformable objects in SPH fluid, and can efficiently produce animations of complex gaseous phenomena with rich visual details.  相似文献   

18.
    
We present a performance comparison of bounding volume hierarchies and kd‐trees for ray tracing on many‐core architectures (GPUs). The comparison is focused on rendering times and traversal characteristics on the GPU using data structures that were optimized for very high performance of tracing rays. To achieve low rendering times, we extensively examine the constants used in termination criteria for the two data structures. We show that for a contemporary GPU architecture (NVIDIA Kepler) bounding volume hierarchies have higher ray tracing performance than kd‐trees for simple and moderately complex scenes. On the other hand, kd‐trees have higher performance for complex scenes, in particular for those with high depth complexity. Finally, we analyse the causes of the performance discrepancies using the profiling characteristics of the ray tracing kernels.  相似文献   

19.
We present a reflectance model for dielectric cylinders with rough surfaces such as human hair fibers. Our model is energy conserving and can evaluate arbitrarily many orders of internal reflection. Accounting for compression and contraction of specular cones produces a new longitudinal scattering function which is non‐Gaussian and includes an off‐specular peak. Accounting for roughness in the azimuthal direction leads to an integral across the hair fiber which is efficiently evaluated using a Gaussian quadrature. Solving cubic equations is avoided, caustics are included in the model in a consistent fashion, and more accurate colors are predicted by considering many internal pathways.  相似文献   

20.
Producing traditional animation is a laborious task where the key drawings are first drawn by artists and thereafter inbetween drawings are created, whether it is by hand or computer‐assisted. Auto‐inbetweening of these 2D key drawings by computer is a non‐trivial task as 3D depths are missing. An alternate approach is to generate all the drawings by extracting lines directly from animated 3D models frame by frame, concatenating and rendering them together into an animation. However, animation quality generated using this straightforward method bears two problems. Firstly, the animation contains unsatisfactory visual artifacts such as line flickering and popping. This is especially pronounced when the lines are extracted using high‐order derivatives, such as ridges and valleys, from 3D models represented in triangle meshes. Secondly, there is a lack of temporal continuity as each drawing is generated without taking its neighboring drawings into consideration. In this paper, we propose an improved approach over the straightforward method by transferring extracted 3D line drawings of each frame into individual 3D lines and processing them along the time domain. Our objective is to minimize the visual artifacts and incorporate temporal relationship of individual lines throughout the entire animation sequence. This is achieved by creating correspondent trajectory of each line from each frame and applying global optimization on each trajectory. To realize this target, we present a fully automatic novel approach, which consists of (1) a line matching algorithm, (2) an optimizing algorithm, taking into account both the variations of numbers and lengths of 3D lines in each frame, and (3) a robust tracing method for transferring collections of line segments extracted from the 3D models into individual lines. We evaluate our approach on several animated model sequences to demonstrate its effectiveness in producing line drawing animations with temporal coherence.  相似文献   

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