隐式曲面加速球面追迹的几何方法

Csaba Bálint, Mátyás Kiglics
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引用次数: 1

摘要

球体跟踪是一种常用的光线跟踪技术,用于渲染由有符号距离函数(SDF)定义的隐式表面。然而,这些距离函数的计算成本通常很高,尽管最近在努力加速它,但仍有一些实时应用程序无法使用。本文提出了一种方法来预先计算一个稍微增加的距离场,大大加快了渲染速度。这种被称为二次追踪的新方法支持两种配置:(i)在不失去精度的情况下加速光线追踪,因此仍然需要原始的SDF;(ii)完全替换SDF并跟踪插值曲面。二次跟踪可以在渲染静态场景时提供20%到100%的加速,从而抵消由几何复杂性引起的减速。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Geometric Method for Accelerated Sphere Tracing of Implicit Surfaces
Sphere tracing is a common raytracing technique used for rendering implicit surfaces defined by a signed distance function (SDF). However, these distance functions are often expensive to compute, prohibiting several real-time applications despite recent efforts to accelerate it. This paper presents a method to precompute a slightly augmented distance field that hugely accelerates rendering. This novel method called quadric tracing supports two configurations: (i) accelerating raytracing without losing precision, so the original SDF is still needed; (ii) entirely replacing the SDF and tracing an interpolated surface. Quadric tracing can offer 20% to 100% speedup in rendering static scenes and thereby amortizing the slowdown caused by the complexity of the geometry.
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