光线追踪中常见地形的加速算法研究

Yuanxing Chen, Shi Dan, Gao You-gang
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引用次数: 0

摘要

一般来说,在仿真软件中采用光线追踪的方法判断光线与地形的交点,然后判断光线与特定地形相交、反射或衍射的位置。目前,大多数地形都是以三角面的形式进行模拟,而一条射线与大型地形的所有三角面相交一次的判断过程相对较长。本文根据光线和地形判断交点并确定交点位置的过程中,可以估计光线路径,从而减少和加快对交点的判断,从而大大缩短了光线追踪的时间,提高了软件仿真的效率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Research on acceleration algorithm of common terrain in ray tracing
Generally speaking, the intersection point between the ray and the terrain can be judged in the simulation software adopting the method of ray tracing, and then where the ray is intersected, reflected or diffracted with the specific terrain can be judged. At present, most terrains are simulated in the form of triangular facet, while the judgment process for one time of intersection between one ray with all triangular facets of a large terrain is relatively long. In this paper, the ray path can be estimated during the process of judging the intersection and confirming the position of the intersection point as per the ray and the terrain, the intersection judgment can be reduced, it can be accelerated, and consequently the time for ray tracing is largely shortened and the efficiency of the software simulation can be improved.
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