关于有效光线追踪的注意事项

S. Boulos
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引用次数: 6

摘要

有许多方法可以使光线追踪器更快。如果您正在编写一个交互式光线追踪器,那么您必须找到代码中的瓶颈,并让它们尖叫。您可能会花费大部分时间计算光线-场景交叉点(在某些应用程序中,光线-场景交叉点可能不是瓶颈,例如,对于大量使用它的应用程序来说,柏林噪声通常是性能瓶颈)。为了加速光线与场景的相交,你可以使用加速结构,但是如何在性能上获得额外的两个因素呢?这份文件是我们在犹他大学关于这个话题的一些非正式记录。我在这里没有包括引文。有关这些技术的来源,请参阅这些注释中包含的《计算机图形学基础》第二版的章节参考书目。讨论这些技术的几篇论文也包括在这些笔记中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Notes on efficient ray tracing
There are many ways to make your ray tracer faster. If you're writing an interactive ray tracer, you've got to turn to your bottlenecks in your code and make them scream. You're probably spending the majority of your time computing ray-scene intersections (in some applications, ray-scene intersection may not be the bottleneck, for example Perlin noise is commonly a performance bottleneck for applications that use it heavily). To speed up ray-scene intersections, you use acceleration structures, but how do you get that extra factor of two in performance? This document is some informal notes on experience we've had at Utah on this topic. I do not include citations here. For the sources of these techniques see the bibliography for the chapters from the second edition of Fundamentals of Computer Graphics included in these notes. Several papers discussing these techniques are also included in these notes.
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