射线追踪的主要范围算法分析

ACM-SE 33 Pub Date : 1995-03-17 DOI:10.1145/1122018.1122034
Edward T. Hammerand, Gidget R. Smith
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引用次数: 0

摘要

光线追踪渲染场景的真实图像,但需要相对大量的时间。光线追踪之所以如此命名,是因为它通过计算机屏幕上的每个像素,沿着到达观察者眼睛的光线向后追踪,以确定场景中的哪个物体是该光线的光源。要做到这一点,如果有的话,找到光线和场景中每个物体的最小相交时间,以确定哪个物体首先相交。为了减少计算时间,在场景中的物体周围形成区段;这些是由屏幕坐标确定的边界矩形。与射线与更复杂的物体(如球体、圆柱体、锥体或环面)的相交计算相比,射线范围相交计算速度更快。在这里,对范围算法进行了先前隐藏面消除工作中提出的分析。其目的是系统地描述可以使用哪些区段的不同方法和顺序,并确定哪一个(如果有的话)执行得一致。其中一种算法将被证明是特别有效的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Analysis of primary extent algorithms for ray tracing
Ray tracing renders realistic images of scenes but requires a relatively large amount of time. Ray tracing is so named because it traces backward along the rays of light reaching an observer's eye, through each pixel of the computer screen, to determine which object in a scene is the source of the light for that ray. To do this, a minimum intersection time, if any, for the ray and each object in the scene is found to determine which object is intersected first. To reduce the calculation time, extents are formed around the objects in the scene; these are bounding rectangles determined in screen coordinates. A ray-extent intersection calculation is fast when compared with that of a ray and a more complex object, such as a sphere, cylinder, cone, or torus. An analysis suggested by earlier work in hidden-surface elimination is carried out here with respect to extent algorithms. The intent is to methodically characterize different methods and orderings in which extents can be used and determine which, if any, performs well consistently. One of the algorithms arrived at will be shown to be particularly effective.
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