Level ex: tracing all kinds of rays... on mobile

S. Glassenberg, Matthew Yaeger
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Abstract

Presented are new methods to raytrace and simulate raytracing of different types of rays through a range of different participating media in real-time, including: *SDF ray-tracing to recreated refractive physics-based viscous fluids that interface with a surrounding soft-body environment and other physics objects in the scene. SDFs are blended seamlessly with each other and environment objects. Special considerations are made to maximize cache and memory-coherence on tile-based mobile GPU architectures. *X-Rays - Which follow logarithmic attenuation functions and fresnel-like behaviors as they are absorbed and scattered through different materials on their way from the emitter to the detector plate. X-ray tracing behaves more like a transparent shadowing technique than anything else. * Ultrasonic Sound waves - Used in real-time ultrasound imaging, these rays break all the rules - you can't even rely on their propagation speed to stay constant. Dozens of different artifact types (shadows, ringing, etc.) must be simulated through the tracing behavior. For example - highly reflective objects outside of the ultrasound beam 'slice' may bounce back into the frame, creating the appearance of 'ghost' objects that aren't actually there. Various mobile-friendly thread bundling approaches are taken to cast and bounce rays in the scene. Worth noting The SDF ray-marching technique in Pulm Ex was shown last year but has been drastically improved with refractions, performance optimizations, and new SDF shapes, blends, and techniques.
第一级:追踪各种光线……在移动
介绍了通过一系列不同的参与介质实时进行光线跟踪和模拟不同类型光线跟踪的新方法,包括:*SDF光线跟踪,以重建基于折射率物理的粘性流体,这些流体与周围的软体环境和场景中的其他物理对象接口。sdf与其他对象和环境对象无缝混合。在基于磁贴的移动GPU架构上,需要特别考虑最大化缓存和内存一致性。* x射线-遵循对数衰减函数和菲涅耳式行为,因为它们在从发射器到探测器板的途中被吸收和散射通过不同的材料。x射线追踪的行为更像是一种透明的阴影技术。*超声波声波-用于实时超声成像,这些射线打破了所有的规则-你甚至不能依靠它们的传播速度保持恒定。必须通过跟踪行为模拟几十种不同的工件类型(阴影、振铃等)。例如,在超声波光束“切片”之外的高反射物体可能会反弹到框架中,造成实际上不存在的“幽灵”物体的外观。各种移动友好的线程捆绑方法被用来在场景中投射和反射光线。值得注意的是,Pulm Ex中的SDF射线推进技术是去年展示的,但已经通过折射、性能优化以及新的SDF形状、混合和技术得到了极大的改进。
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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