Interval Ray Tracing — a divide and conquer strategy for realistic computer graphics

1992 ◽  
Vol 9 (2) ◽  
pp. 91-104 ◽  
Author(s):  
Wolfgang Enger
2021 ◽  
Author(s):  
Gonçalo Soares ◽  
João Madeiras Pereira

Real-time physically based rendering has long been looked at as the holy grail in Computer Graphics. With the introduction of Nvidia RTX-enabled GPUs family, light transport simulations under real-time constraint started to look like a reality. This paper presents Lift, an educational framework written in C++ that explores the RTX hardware pipeline by using the low-level Vulkan API and its Ray Tracing extension, recently made available by Khronos Group. Furthermore, to accomplish low variance rendered images, we integrated the AI-based denoiser available from the Nvidia ́s OptiX framework. Lift’s development arose primarily in the context of the graduate 3D Programming course taught at Instituto Superior Técnico and Master Theses focused on Real-Time Ray Trac- ing and provides the foundations for laboratory assignments and projects development. The platform aims to make easier students to learn and to develop, by programming the shaders of the RT pipeline, their physically-based ren- dering approaches and to compare them with the built-in progressive unidirectional and bidirectional path tracers. The GUI allows a user to specify camera settings and navigation speed, to select the input scene as well as the rendering method, to define the number of samples per pixel and the path length as well as to denoise the generated image either every frame or just the final frame. Statistics related with the timings, image resolution and total number of accumulated samples are provided too. Such platform will teach that nowadays physically-accurate images can be rendered in real-time under different lighting conditions and how well a denoiser can reconstruct images rendered with just one sample per pixel.


Author(s):  
Marion Cottingham

This chapter introduces the Isoluminance Contour Model, which not only provides a quick and easy method for generating images, but also dramatically reduces the amount of work required by traditional computer graphics methods. It starts with the history of the model from its conception in 1981: it was used to generate flat-shaded greyscale, simple, primitive objects such as cubes, cylinders, cones, and spheres, by generating full-color smooth-shaded images for animated sequences. The model compares the degree of realism and the speed of production it generates with that achieved by using smooth shading and ray-tracing methods. It ultimately describes how the amount of data used by the Isoluminance Contour Model can be adapted dynamically to suit the screen size of the primitive object being generated, making real-time 4-dimensional animated visualization feasible on a Pentium 400 (or equivalent) or faster PC.


2021 ◽  
Author(s):  
Daiki Ishii ◽  
Masatomo Inui ◽  
Nobuyuki Umezu

Abstract By using the cutter location (CL) surface, fast and stable computation of the cutter path for machining complicated molds and dies can be realized. State-of-the-art graphics processing units (GPUs) are equipped with special hardware named ray tracing (RT) cores dedicated to image processing (called ray tracing) for 3D computer graphics. Using RT cores, it is possible to quickly compute the intersection points between a set of straight lines and polygons. In this paper, we propose a novel CL surface computation method using the RT core. The RT core was originally designed to accelerate 3D computer graphics processing. For the development of software using RT cores, it is necessary to use the OptiX application programming interface (API) library for computer graphics. We demonstrate how to use the OptiX API in the development of software for CL surface computations. Computational experiments were carried out, and it was confirmed that it is possible to obtain the CL surface based on a very high-resolution Z-map several times faster than the depth buffer-based method, which has been considered to be the fastest to date.


2006 ◽  
Vol 505-507 ◽  
pp. 613-618 ◽  
Author(s):  
Chi Kuen Sung ◽  
Psang Dain Lin

One of the most popular mathematical tools in fields of robotics, mechanisms and computer graphics is the 4x4 homogeneous transformation matrix. In previous work we applied this matrix to the optical domains of flat and spherical surfaces for: (1) skew ray tracing to determine the paths of skew rays being reflected/refracted; (2) sensitivity analysis to determine by direct mathematical analysis the differential change of incident point and reflected/refracted vector with respect to change in incident light source. The present work extends our previous work to include the case of parabaloidal boundary surfaces.


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