A multiview and multilayer approach for interactive ray tracing

K. Vardis, Andreas Vasilakis, Georgios Papaioannou
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引用次数: 17

Abstract

We introduce a generic method for interactive ray tracing, able to support complex and dynamic environments, without the need for precomputations or the maintenance of additional spatial data structures. Our method, which relies entirely on the rasterization pipeline, stores fragment information for the entire scene on a multiview and multilayer structure and marches through depth layers to capture both near and distant information for illumination computations. Ray tracing is efficiently achieved by concurrently traversing a novel cube-mapped A-buffer variant in image space that exploits GPU-accelerated double linked lists, decoupled storage, uniform depth subdivision and empty space skipping on a per-fragment basis. We illustrate the effectiveness and quality of our approach on path tracing and ambient occlusion implementations in scenarios, where full scene coverage is of major importance. Finally, we report on the performance and memory usage of our pipeline and compare it against GPGPU ray tracing approaches.
交互式光线追踪的多视图和多层方法
我们介绍了一种交互式光线追踪的通用方法,能够支持复杂和动态的环境,而不需要预先计算或维护额外的空间数据结构。我们的方法完全依赖于光栅化管道,将整个场景的片段信息存储在多视图和多层结构上,并通过深度层来捕获近距离和远距离信息以进行照明计算。光线追踪是通过在图像空间中同时遍历一个新的立方体映射a缓冲区变体来有效实现的,该变体利用gpu加速的双链表、解耦存储、均匀深度细分和基于每个片段的空白空间跳过。我们说明了我们的方法在路径跟踪和环境遮挡实现场景的有效性和质量,其中全场景覆盖是非常重要的。最后,我们报告了我们的管道的性能和内存使用情况,并将其与GPGPU光线跟踪方法进行了比较。
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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