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Paper Presentation - Micropolygon Ray Tracing With Defocus and Motion Blur - Qiming Hou, Hao Qin, Wenyao Li, Baining Guo, Kun Zhou Presenter : Jong Hyeob Lee 2010. 10. 28
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2 Micropolygon ● What is a micropolygon? Polygon Micropolygon
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3 Defocus and Motion Blur
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4 Rasterization vs Ray Tracing ● Tracing a ray is slower than rasterizing a pixel. ● Every ray returns something useful. Rasterization waste time on not-covered or occluded pixels. ● Tradeoff between per-operation cost and useful operation percentage. ● Stochastic sampling favors ray tracing.
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5 Goal ● A 4D micropolygon ray tracing ● Performs up to an order of magnitude faster than rasterization. ● Eliminates the quality-performance tradeoff in defocus and motion blur rendering.
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6 Related Works ● Micropolygon ● Reyes [Cook et al. 1987] ● RenderAnts [Zhou et al. 2009] ● Defocus and Motion Blur ● Adaptive sampling [Hachisuka et al. 2008] ● Hyper-trapezoids ● Collision detection [Hubbard 1995]
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7 Overview ● Hyper-trapezoid ● BVH Construction ● Ray Generation ● BVH Traversal
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8 Overview ● Hyper-trapezoid ● BVH Construction ● Ray Generation ● BVH Traversal
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9 Hyper-trapezoid ● A hyper-trapezoid is… ● Two faces at T=0, T=1 interpolated linearly across T
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10 Hyper-trapezoid ● Axis-aligned bound box & Bounding box based hyper-trapezoid
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11 Hyper-trapezoid ● 4D OBB hyper-trapezoids ● The T=0 and T=1 faces are 3D OBB, analogous to 3D Hyper-trapezoids with 2D Bouding Box faces. T=0 T=1
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12 Comparisons with AABB ● Test scenes (Furball, Ladybug, Fairy, Car)
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13 Comparisons with AABB
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14 Overview ● Hyper-trapezoid ● BVH Construction ● Ray Generation ● BVH Traversal
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15 BVH Construction ● Basic topology is the same as general BVH.
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16 BVH Construction ● Build process ● Top level BVH ● In-grid level BVH ● Compute bounding volume
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17 BVH Construction ● Top level BVH ● Unit : Micropolygon grid ● Split strategy : Surface Area Heuristic ● Termination criterion : One gird in every node
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18 BVH Construction ● In-grid level BVH ● Unit : Micropolygons ● Split strategy : Parametric space mid-split ● Termination criterion : Less than 8 micropolygons in a node
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19 BVH Construction ● Compute bounding volume ● Compute grid-level orientation ● Bottom-up merge : use the orientation that results in smaller surface area. ● Top-down simplify : use parent node’s orientation if surface area isn’t increased too much.
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20 Overview ● Hyper-trapezoid ● BVH Construction ● Ray Generation ● BVH Traversal
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21 Ray Generation ● Reducing the alias ● Lens permutation : magic square ● Time permutation : magic square shuffled and shifted per-pixel
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22 Overview ● Hyper-trapezoid ● BVH Construction ● Ray Generation ● BVH Traversal
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23 BVH Traversal – Ray and OBB ● Transforming rays into per-box local frame.
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24 BVH Traversal – Ray and OBB ● Transforming rays into per-box local frame.
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25 BVH Traversal - Micropolygon ● Use a rasterization-like method to compute pseudo-intersections for micropolygons. ● Project micropolygon to view plane. ● Use even-odd rule to test it.
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26 Comparison with Rasterization ● Better quality
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27 Comparisons with AABB ● Test scenes (Furball, Ladybug, Fairy, Car)
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28 Comparison with Rasterization ● Faster sampling time
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29 Result – Total rendering time
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30 Conclusion ● The first time ray tracing is faster than rasterizaion. ● A novel acceleration structure based on oriented hypertrapezoid. ● Limitation : ● Inefficiency of transparency handling ● The BVH is not effective when tracing rays inside objects over rasterization methods.
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31 Q&A ● Thank you.
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