Real Time Ray Tracing for Augmented Reality

A. Santos, Diego Lemos, Jorge Eduardo Falcao Lindoso, V. Teichrieb
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引用次数: 26

Abstract

This paper introduces a novel graphics rendering pipeline applied to augmented reality, based on a real time ray tracing paradigm. Ray tracing techniques process pixels independently from each other, allowing an easy integration with image-based tracking techniques, contrary to traditional projection-based rasterization graphics systems, e.g. OpenGL. Therefore, by associating our highly optimized ray tracer with an augmented reality framework, the proposed pipeline is capable to provide high quality rendering with real time interaction between virtual and real objects, such as occlusions, soft shadows, custom shaders, reflections and self-reflections, some of these features only available in our rendering pipeline. As proof of concept, we present a case study with the ARToolKitPlus library and the Microsoft Kinect hardware, both integrated in our pipeline. Furthermore, we show the performance and visual results in high definition of the novel pipeline on modern graphics cards, presenting occlusion and recursive reflection effects between virtual and real objects without the latter ones needing to be previously modeled when using Kinect. Furthermore, an adaptive soft shadow sampling algorithm for ray tracing is presented, generating high quality shadows in real time for most scenes.
增强现实的实时光线追踪
本文介绍了一种应用于增强现实的基于实时光线追踪范式的图形渲染管道。光线追踪技术彼此独立地处理像素,允许与基于图像的跟踪技术轻松集成,这与传统的基于投影的光栅化图形系统相反,例如OpenGL。因此,通过将我们高度优化的光线追踪器与增强现实框架相关联,所提出的管道能够提供高质量的渲染,并在虚拟和真实对象之间进行实时交互,例如遮挡,软阴影,自定义着色器,反射和自反射,其中一些功能仅在我们的渲染管道中可用。作为概念的证明,我们展示了ARToolKitPlus库和微软Kinect硬件的案例研究,两者都集成在我们的管道中。此外,我们在现代显卡上展示了高清晰度新管道的性能和视觉结果,在虚拟和真实物体之间呈现遮挡和递归反射效果,而不需要在使用Kinect时预先建模后者。在此基础上,提出了一种用于光线跟踪的自适应软阴影采样算法,能够实时生成高质量的阴影。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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