共查询到20条相似文献,搜索用时 23 毫秒
1.
Stackless KD-Tree Traversal for High Performance GPU Ray Tracing 总被引:1,自引:1,他引:1
Stefan Popov Johannes Günther Hans-Peter Seidel Philipp Slusallek 《Computer Graphics Forum》2007,26(3):415-424
Significant advances have been achieved for realtime ray tracing recently, but realtime performance for complex scenes still requires large computational resources not yet available from the CPUs in standard PCs. Incidentally, most of these PCs also contain modern GPUs that do offer much larger raw compute power. However, limitations in the programming and memory model have so far kept the performance of GPU ray tracers well below that of their CPU counterparts. In this paper we present a novel packet ray traversal implementation that completely eliminates the need for maintaining a stack during kd-tree traversal and that reduces the number of traversal steps per ray. While CPUs benefit moderately from the stackless approach, it improves GPU performance significantly. We achieve a peak performance of over 16 million rays per second for reasonably complex scenes, including complex shading and secondary rays. Several examples show that with this new technique GPUs can actually outperform equivalent CPU based ray tracers. 相似文献
2.
Adaptive Caustic Maps Using Deferred Shading 总被引:1,自引:0,他引:1
Caustic maps provide an interactive image-space method to render caustics, the focusing of light via reflection and refraction. Unfortunately, caustic mapping suffers problems similar to shadow mapping: aliasing from poor sampling and map projection as well as temporal incoherency from frame-to-frame sampling variations. To reduce these problems, researchers have suggested methods ranging from caustic blurring to building a multiresolution caustic map. Yet these all require a fixed photon sampling, precluding the use of importance-based photon densities. This paper introduces adaptive caustic maps. Instead of densely sampling photons via a rasterization pass, we adaptively emit photons using a deferred shading pass. We describe deferred rendering for refractive surfaces, which speeds rendering of refractive geometry up to 25% and with adaptive sampling speeds caustic rendering up to 200%. These benefits are particularly noticable for complex geometry or using millions of photons. While developed for a GPU rasterizer, adaptive caustic map creation can be performed by any renderer that individually traces photons, e.g., a GPU ray tracer. 相似文献
3.
We present an efficient Graphics Processing Unit GPU‐based implementation of the Projected Tetrahedra (PT) algorithm. By reducing most of the CPU–GPU data transfer, the algorithm achieves interactive frame rates (up to 2.0 M Tets/s) on current graphics hardware. Since no topology information is stored, it requires substantially less memory than recent interactive ray casting approaches. The method uses a two‐pass GPU approach with two fragment shaders. This work includes extended volume inspection capabilities by supporting interactive transfer function editing and isosurface highlighting using a Phong illumination model. 相似文献
4.
We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. In addition, we introduce a method to support light paths with arbitrary recursion, such as multiple recursive Whitted‐style ray tracing and adaptive sampling where the result of a ray is examined before sending the next, while still batching up rays for the benefit of GPU‐accelerated traversal and vectorized shading. This allows our system to achieve high rendering performance while maintaining the flexibility to accommodate different rendering algorithms. 相似文献
5.
Image‐based rendering techniques are a powerful alternative to traditional polygon‐based computer graphics. This paper presents a novel light field rendering technique which performs per‐pixel depth correction of rays for high‐quality reconstruction. Our technique stores combined RGB and depth values in a parabolic 2D texture for every light field sample acquired at discrete positions on a uniform spherical setup. Image synthesis is implemented on the GPU as a fragment program which extracts the correct image information from adjacent cameras for each fragment by applying per‐pixel depth correction of rays. We show that the presented image‐based rendering technique provides a significant improvement compared to previous approaches. We explain two different rendering implementations which make use of a uniform parametrisation to minimise disparity problems and ensure full six degrees of freedom for virtual view synthesis. While one rendering algorithm implements an iterative refinement approach for rendering light fields with per pixel depth correction, the other approach employs a raycaster, which provides superior rendering quality at moderate frame rates. GPU based per‐fragment depth correction of rays, used in both implementations, helps reducing ghosting artifacts to a non‐noticeable amount and provides a rendering technique that performs without exhaustive pre‐processing for 3D object reconstruction and without real‐time ray‐object intersection calculations at rendering time. 相似文献
6.
O. Mattausch J. Bittner A. Jaspe E. Gobbetti M. Wimmer R. Pajarola 《Computer Graphics Forum》2015,34(2):537-548
We propose a new technique for in‐core and out‐of‐core GPU ray tracing using a generalization of hierarchical occlusion culling in the style of the CHC++ method. Our method exploits the rasterization pipeline and hardware occlusion queries in order to create coherent batches of work for localized shader‐based ray tracing kernels. By combining hierarchies in both ray space and object space, the method is able to share intermediate traversal results among multiple rays. We exploit temporal coherence among similar ray sets between frames and also within the given frame. A suitable management of the current visibility state makes it possible to benefit from occlusion culling for less coherent ray types like diffuse reflections. Since large scenes are still a challenge for modern GPU ray tracers, our method is most useful for scenes with medium to high complexity, especially since our method inherently supports ray tracing highly complex scenes that do not fit in GPU memory. For in‐core scenes our method is comparable to CUDA ray tracing and performs up to 5.94 × better than pure shader‐based ray tracing. 相似文献
7.
Marco Agus Enrico Gobbetti José Antonio Iglesias Guitiàn Fabio Marton Giovanni Pintore 《Computer Graphics Forum》2008,27(2):231-240
We present a GPU accelerated volume ray casting system interactively driving a multi‐user light field display. The display, driven by a single programmable GPU, is based on a specially arranged array of projectors and a holographic screen and provides full horizontal parallax. The characteristics of the display are exploited to develop a specialized volume rendering technique able to provide multiple freely moving naked‐eye viewers the illusion of seeing and manipulating virtual volumetric objects floating in the display workspace. In our approach, a GPU ray‐caster follows rays generated by a multiple‐center‐of‐projection technique while sampling pre‐filtered versions of the dataset at resolutions that match the varying spatial accuracy of the display. The method achieves interactive performance and provides rapid visual understanding of complex volumetric data sets even when using depth oblivious compositing techniques. 相似文献
8.
We present an integrated, fully GPU‐based processing pipeline to interactively render new views of arbitrary scenes from calibrated but otherwise unstructured input views. In a two‐step procedure, our method first generates for each input view a dense proxy of the scene using a new multi‐view stereo formulation. Each scene proxy consists of a structured cloud of feature aware particles which automatically have their image space footprints aligned to depth discontinuities of the scene geometry and hence effectively handle sharp object boundaries and occlusions. We propose a particle optimization routine combined with a special parameterization of the view space that enables an efficient proxy generation as well as robust and intuitive filter operators for noise and outlier removal. Moreover, our generic proxy generation allows us to flexibly handle scene complexities ranging from small objects up to complete outdoor scenes. The second phase of the algorithm combines these particle clouds in real‐time into a view‐dependent proxy for the desired output view and performs a pixel‐accurate accumulation of the colour contributions from each available input view. This makes it possible to reconstruct even fine‐scale view‐dependent illumination effects. We demonstrate how all these processing stages of the pipeline can be implemented entirely on the GPU with memory efficient, scalable data structures for maximum performance. This allows us to generate new output renderings of high visual quality from input images in real‐time. 相似文献
9.
We present a new method suitable for general purpose graphics processing units to render self‐shadows on dynamic height fields under dynamic light environments in real‐time. Visibility for each point in the height field is determined as the exact horizon for a set of azimuthal directions in time linear in height field size and the number of directions. The surface is shaded using the horizon information and a high‐resolution light environment extracted on‐line from a high dynamic range cube map, allowing for detailed extended shadows. The desired accuracy for any geometric content and lighting complexity can be matched by choosing a suitable number of azimuthal directions. Our method is able to represent arbitrary features of both high‐ and low‐frequency, unifying hard and soft shadowing. We achieve 23 fps on 1024×1024 height fields with 64 azimuthal directions under a 256×64 environment lighting on an Nvidia GTX 280 GPU. 相似文献
10.
This paper introduces an accurate real‐time soft shadow algorithm that uses sample based visibility. Initially, we present a GPU‐based alias‐free hard shadow map algorithm that typically requires only a single render pass from the light, in contrast to using depth peeling and one pass per layer. For closed objects, we also suppress the need for a bias. The method is extended to soft shadow sampling for an arbitrarily shaped area‐/volumetric light source using 128‐1024 light samples per screen pixel. The alias‐free shadow map guarantees that the visibility is accurately sampled per screen‐space pixel, even for arbitrarily shaped (e.g. non‐planar) surfaces or solid objects. Another contribution is a smooth coherent shading model to avoid common light leakage near shadow borders due to normal interpolation. 相似文献
11.
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
12.
Higher‐order finite element methods have emerged as an important discretization scheme for simulation. They are increasingly used in contemporary numerical solvers, generating a new class of data that must be analyzed by scientists and engineers. Currently available visualization tools for this type of data are either batch oriented or limited to certain cell types and polynomial degrees. Other approaches approximate higher‐order data by resampling resulting in trade‐offs in interactivity and quality. To overcome these limitations, we have developed a distributed visualization system which allows for interactive exploration of non‐conforming unstructured grids, resulting from space‐time discontinuous Galerkin simulations, in which each cell has its own higher‐order polynomial solution. Our system employs GPU‐based raycasting for direct volume rendering of complex grids which feature non‐convex, curvilinear cells with varying polynomial degree. Frequency‐based adaptive sampling accounts for the high variations along rays. For distribution across a GPU cluster, the initial object‐space partitioning is determined by cell characteristics like the polynomial degree and is adapted at runtime by a load balancing mechanism. The performance and utility of our system is evaluated for different aeroacoustic simulations involving the propagation of shock fronts. 相似文献
13.
Sebastian Grottel Guido Reina Carsten Dachsbacher Thomas Ertl 《Computer Graphics Forum》2010,29(3):953-962
Molecular dynamics simulations are a principal tool for studying molecular systems. Such simulations are used to investigate molecular structure, dynamics, and thermodynamical properties, as well as a replacement for, or complement to, costly and dangerous experiments. With the increasing availability of computational power the resulting data sets are becoming increasingly larger, and benchmarks indicate that the interactive visualization on desktop computers poses a challenge when rendering substantially more than millions of glyphs. Trading visual quality for rendering performance is a common approach when interactivity has to be guaranteed. In this paper we address both problems and present a method for high‐quality visualization of massive molecular dynamics data sets. We employ several optimization strategies on different levels of granularity, such as data quantization, data caching in video memory, and a two‐level occlusion culling strategy: coarse culling via hardware occlusion queries and a vertex‐level culling using maximum depth mipmaps. To ensure optimal image quality we employ GPU raycasting and deferred shading with smooth normal vector generation. We demonstrate that our method allows us to interactively render data sets containing tens of millions of high‐quality glyphs. 相似文献
14.
Witawat Rungjiratananon Zoltan Szego Yoshihiro Kanamori Tomoyuki Nishita 《Computer Graphics Forum》2008,27(7):1887-1893
Recent advances in physically‐based simulations have made it possible to generate realistic animations. However, in the case of solid‐fluid coupling, wetting effects have rarely been noticed despite their visual importance especially in interactions between fluids and granular materials. This paper presents a simple particle‐based method to model the physical mechanism of wetness propagating through granular materials; Fluid particles are absorbed in the spaces between the granular particles and these wetted granular particles then stick together due to liquid bridges that are caused by surface tension and which will subsequently disappear when over‐wetting occurs. Our method can handle these phenomena by introducing a wetness value for each granular particle and by integrating those aspects of behavior that are dependent on wetness into the simulation framework. Using this method, a GPU‐based simulator can achieve highly dynamic animations that include wetting effects in real time. 相似文献
15.
Olivier Gourmel Anthony Pajot Mathias Paulin Loïc Barthe Pierre Poulin 《Computer Graphics Forum》2010,29(2):281-288
Raytracing metaballs is a problem that has numerous applications in the rendering of dynamic soft objects such as fluids. However, current techniques are either limited in the visual effects that they can render or their performance drops as the number of metaballs and their density increase. We present a new acceleration structure based on BVH and kd‐tree for efficient raytracing of a large number of metaballs. This structure is built from an adapted SAH using a fast greedy algorithm and allows the visualization of several hundreds of thousands metaballs at interactive‐to‐real‐time framerates. Our method can handle arbitrary rays to simulate any complex secondary effects such as reflections or soft shadows, and is robust with respect to the density of metaballs. We achieve this performance thanks to a balanced CPU‐GPU (using CUDA) implementation of the animation, structure creation, and rendering. 相似文献
16.
The paper describes a technique to generate high‐quality light field representations from volumetric data. We show how light field galleries can be created to give unexperienced audiences access to interactive high‐quality volume renditions. The proposed light field representation is lightweight with respect to storage and bandwidth capacity and is thus ideal as exchange format for visualization results, especially for web galleries. The approach expands an existing sphere‐hemisphere parameterization for the light field with per‐pixel depth. High‐quality paraboloid maps from volumetric data are generated using GPU‐based ray‐casting or slicing approaches. Different layers, such as isosurfaces, but not restricted to, can be generated independently and composited in real time. This allows the user to interactively explore the model and to change visibility parameters at run‐time. 相似文献
17.
Making Imperfect Shadow Maps View‐Adaptive: High‐Quality Global Illumination in Large Dynamic Scenes
Tobias Ritschel Elmar Eisemann Inwoo Ha James D. K. Kim Hans‐Peter Seidel 《Computer Graphics Forum》2011,30(8):2258-2269
We propose an algorithm to compute interactive indirect illumination in dynamic scenes containing millions of triangles. It makes use of virtual point lights (VPL) to compute bounced illumination and a point‐based scene representation to query indirect visibility, similar to Imperfect Shadow Maps (ISM). To ensure a high fidelity of indirect light and shadows, our solution is made view‐adaptive by means of two orthogonal improvements: First, the VPL distribution is chosen to provide more detail, that is, more dense VPL sampling, where these contribute most to the current view. Second, the scene representation for indirect visibility is adapted to ensure geometric detail where it affects indirect shadows in the current view. 相似文献
18.
Daniel Weber Jan Bender Markus Schnoes André Stork Dieter Fellner 《Computer Graphics Forum》2013,32(1):16-26
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
19.
We present a real‐time rendering algorithm for inhomogeneous, single scattering media, where all‐frequency shading effects such as glows, light shafts, and volumetric shadows can all be captured. The algorithm first computes source radiance at a small number of sample points in the medium, then interpolates these values at other points in the volume using a gradient‐based scheme that is efficiently applied by sample splatting. The sample points are dynamically determined based on a recursive sample splitting procedure that adapts the number and locations of sample points for accurate and efficient reproduction of shading variations in the medium. The entire pipeline can be easily implemented on the GPU to achieve real‐time performance for dynamic lighting and scenes. Rendering results of our method are shown to be comparable to those from ray tracing. 相似文献
20.
Soft Shadow Maps: Efficient Sampling of Light Source Visibility 总被引:4,自引:0,他引:4
Lionel Atty Nicolas Holzschuch Marc Lapierre Jean-Marc Hasenfratz Charles Hansen François X. Sillion 《Computer Graphics Forum》2006,25(4):725-741
Shadows, particularly soft shadows, play an important role in the visual perception of a scene by providing visual cues about the shape and position of objects. Several recent algorithms produce soft shadows at interactive rates, but they do not scale well with the number of polygons in the scene or only compute the outer penumbra. In this paper, we present a new algorithm for computing interactive soft shadows on the GPU. Our new approach provides both inner‐ and outer‐penumbra for a modest computational cost, providing interactive frame‐rates for models with hundreds of thousands of polygons. Our technique is based on a sampled image of the occluders, as in shadow map techniques. These shadow samples are used in a novel manner, computing their effect on a second projective shadow texture using fragment programs. In essence, the fraction of the light source area hidden by each sample is accumulated at each texel position of this Soft Shadow Map. We include an extensive study of the approximations caused by our algorithm, as well as its computational costs. 相似文献