{"title":"Viewport-Resolution Independent Anti-Aliased Ray Marching on Interior Faces in Cube-Map Space","authors":"Tianchen Xu, Wei Zeng, E. Wu","doi":"10.1145/3478512.3488598","DOIUrl":null,"url":null,"abstract":"This paper presents a novel approach to anti-aliased ray marching by indirect shading in cube-map space. Our volume renderer firstly performs ray marching on each visible interior pixel of a maximum-resolution-limited cube map, and then resamples (usually up-scales) the cube imposter in viewport space. By this viewport-resolution-independent strategy, developers can improve both ray-marching performance and its quality of anti-aliasing when allowing larger marching strides. Moreover, our solution also covers depth-occlusion anti-aliasing for mixed mesh-volume rendering, cube-map level-of-details (LOD) optimization for a further performance boost, and multiple-volume rendering by leveraging the GPU inline ray tracing. Besides, our implementation is developer-friendly and the performance-quality tradeoff determined by the parameter configuration is easily controllable.","PeriodicalId":156290,"journal":{"name":"SIGGRAPH Asia 2021 Technical Communications","volume":"56 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"SIGGRAPH Asia 2021 Technical Communications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3478512.3488598","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
This paper presents a novel approach to anti-aliased ray marching by indirect shading in cube-map space. Our volume renderer firstly performs ray marching on each visible interior pixel of a maximum-resolution-limited cube map, and then resamples (usually up-scales) the cube imposter in viewport space. By this viewport-resolution-independent strategy, developers can improve both ray-marching performance and its quality of anti-aliasing when allowing larger marching strides. Moreover, our solution also covers depth-occlusion anti-aliasing for mixed mesh-volume rendering, cube-map level-of-details (LOD) optimization for a further performance boost, and multiple-volume rendering by leveraging the GPU inline ray tracing. Besides, our implementation is developer-friendly and the performance-quality tradeoff determined by the parameter configuration is easily controllable.