Variable Rate Ray Tracing for Virtual Reality

Jinyuan Yang, Xiaoli Li, A. Campbell
{"title":"Variable Rate Ray Tracing for Virtual Reality","authors":"Jinyuan Yang, Xiaoli Li, A. Campbell","doi":"10.1145/3415264.3425451","DOIUrl":null,"url":null,"abstract":"This short paper presents a method called Variable Rate Ray Tracing to reduce the performance cost with minimal quality loss when facilitating hardware-accelerated ray tracing for Virtual Reality. This method is applied to the ray generation stage in the ray tracing pipeline to vary the ray tracing rate based on the scene specific information. The method uses 3 different control policies to effectively reduce rays generated per second for various needs. Based on the benchmark, this method can improve more than 30% frames per second(FPS) on current main-stream graphics hardware and virtual reality devices.","PeriodicalId":372541,"journal":{"name":"SIGGRAPH Asia 2020 Posters","volume":"139 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"SIGGRAPH Asia 2020 Posters","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3415264.3425451","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

Abstract

This short paper presents a method called Variable Rate Ray Tracing to reduce the performance cost with minimal quality loss when facilitating hardware-accelerated ray tracing for Virtual Reality. This method is applied to the ray generation stage in the ray tracing pipeline to vary the ray tracing rate based on the scene specific information. The method uses 3 different control policies to effectively reduce rays generated per second for various needs. Based on the benchmark, this method can improve more than 30% frames per second(FPS) on current main-stream graphics hardware and virtual reality devices.
虚拟现实的可变速率光线追踪
本文提出了一种称为可变速率光线跟踪的方法,在促进硬件加速的虚拟现实光线跟踪时,以最小的质量损失降低性能成本。该方法应用于光线追踪管道中的光线生成阶段,根据场景特定信息改变光线追踪速率。该方法采用3种不同的控制策略,有效地减少每秒产生的光线,以满足不同的需求。基于基准测试,该方法在当前主流图形硬件和虚拟现实设备上可以将帧数每秒(FPS)提高30%以上。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信