Beam tracing polygonal objects

Paul S. Heckbert, P. Hanrahan
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引用次数: 455

Abstract

Ray tracing has produced some of the most realistic computer generated pictures to date. They contain surface texturing, local shading, shadows, reflections and refractions. The major disadvantage of ray tracing results from its point-sampling approach. Because calculation proceeds ab initio at each pixel it is very CPU intensive and may contain noticeable aliasing artifacts. It is difficult to take advantage of spatial coherence because the shapes of reflections and refractions from curved surfaces are so complex. In this paper we describe an algorithm that utilizes the spatial coherence of polygonal environments by combining features of both image and object space hidden surface algorithms. Instead of tracing infinitesimally thin rays of light, we sweep areas through a scene to form “beams.” This technique works particularly well for polygonal models since for this case the reflections are linear transformations, and refractions are often approximately so. The recursive beam tracer begins by sweeping the projection plane through the scene. Beam-surface intersections are computed using two-dimensional polygonal set operations and an occlusion algorithm similar to the Weiler-Atherton hidden surface algorithm. For each beam-polygon intersection the beam is fragmented and new beams created for the reflected and transmitted swaths of light. These sub-beams are redirected with a 4×4 matrix transformation and recursively traced. This beam tree is an object space representation of the entire picture. Since the priority of polygons is pre-determined, the final picture with reflections, refractions, shadows, and hidden surface removal is easily drawn. The coherence information enables very fast scan conversion and high resolution output. Image space edge and texture antialiasing methods can be applied.
光束跟踪多边形物体
光线追踪已经产生了一些迄今为止最真实的计算机生成的图片。它们包含表面纹理、局部阴影、阴影、反射和折射。光线追踪的主要缺点来自于它的点采样方法。因为计算在每个像素上从头开始,它是非常CPU密集的,并且可能包含明显的混叠伪影。由于曲面反射和折射的形状非常复杂,因此很难利用空间相干性。在本文中,我们描述了一种利用多边形环境的空间相干性,结合图像和目标空间隐藏表面算法的特征的算法。我们不是追踪无限细的光线,而是在一个场景中扫描区域,形成“光束”。这种技术特别适用于多边形模型,因为在这种情况下,反射是线性变换,折射通常近似于线性变换。递归光束示踪器首先在场景中扫描投影平面。使用二维多边形集合运算和类似于Weiler-Atherton隐藏面算法的遮挡算法计算波束面相交。对于每一个波束-多边形的交叉点,波束会被分割,新的波束会被反射和透射。这些子波束用4×4矩阵变换重定向并递归跟踪。这棵梁树是整个画面的对象空间表示。由于多边形的优先级是预先确定的,所以带有反射、折射、阴影和隐藏表面去除的最终图像很容易绘制出来。相干信息可以实现非常快速的扫描转换和高分辨率输出。可以应用图像空间边缘和纹理抗混叠方法。
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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