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Approximate Ray-Tracing on the GPU with Distance Impostors László Szirmay-Kalos Barnabás Aszódi István Lazányi Mátyás Premecz TU Budapest, Hungary
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GPU rendering versus Ray-Tracing Inremental rendering on the GPU Non-coherent Ray tracing
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Previous work Ray-tracing on the GPU Ray-tracing on the GPU –Ray-engine (Carr et. al): Bad complexity: time rays triangles Bad complexity: time rays triangles –Regular grid (Purcell et. al): Problematic for dynamic objects Problematic for dynamic objects Environment mapping (Blinn) Environment mapping (Blinn) –Environment is at infinity –Localization with simple proxy geometry (Bjorke)
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Contribution of this paper GPU friendly approximate ray tracing algorithm for casting incoherent rays needed, for example, when computing GPU friendly approximate ray tracing algorithm for casting incoherent rays needed, for example, when computing –Reflections –Refractions –Caustics –…
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distance radiance Distance Impostors
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Ray-Tracing with Distance Impostors
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Approximation
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Approximation Error 1 iteration 4 iterations8 iterations
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Reflections radiance
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Problems of environment map based reflections Environment mapReference
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Localized Reflections distance radiance
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Comparison of Localized Refrections
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Refractions radiance environment
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Multiple Localized Refractions distance normals environment
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Comparison of Multiple Refractions
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Multiple refraction results 109 FPS
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Caustics distance texture u, v texture uv, power
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32 x 32 Texture modulation Texture uv of photon positions Vertex shader Billboard positions filter Pixel shader Lit texture or Light map 256 x 256
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Caustics Results: 180 FPS
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Application: Ray-tracing effects in games
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Conclusions Distance impostors to represent geometry in ray tracing Distance impostors to represent geometry in ray tracing Iterative ray tracing algorithm Iterative ray tracing algorithm Applications (100+ FPS): Applications (100+ FPS): –Localized reflections –Single and multiple localized refractions –Caustics
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