Interactive ray tracing of free-form surfaces

Carsten Benthin, I. Wald, P. Slusallek
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引用次数: 40

Abstract

Even though the speed of software ray tracing has recently been increased to interactive performance even on standard PCs, these systems usually only supported triangles as geometric primitives. Directly handling free-form surfaces such as spline or subdivision surfaces instead of first tesselating them offers many advantages such as higher precision results, reduced memory requirements, and faster preprocessing due to less primitives. However, existing algorithms for ray tracing free-form surfaces are much too slow for interactive use. In this paper we present a simple and generic approach for ray tracing free-form surfaces together with specific implementations for cubic Bézier and Loop subdivision surfaces. We show that our approach allows to increase the performance by more than an order of magnitude, requires only constant memory, and is largely independent on the total number of free-form primitives in a scene. Examples demonstrate that even scene with over one hundred thousand free-form surfaces can be rendered interactively on a single processor at video resolution.
自由曲面的交互式光线追踪
即使软件光线追踪的速度最近已经提高到甚至在标准pc上的交互性能,这些系统通常只支持三角形作为几何基元。直接处理自由曲面,如样条曲面或细分曲面,而不是首先对它们进行镶嵌,可以提供许多优点,例如更高的精度结果,更少的内存需求,以及由于更少的原语而更快的预处理。然而,现有的光线追踪自由曲面的算法对于交互使用来说太慢了。在本文中,我们提出了射线追踪自由曲面的一种简单而通用的方法,以及对立方bsamizier和Loop细分曲面的具体实现。我们表明,我们的方法可以将性能提高一个数量级以上,只需要恒定的内存,并且在很大程度上独立于场景中自由形式原语的总数。实例表明,即使场景有超过十万个自由曲面,也可以在单个处理器上以视频分辨率进行交互渲染。
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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