A Shading Reuse Method for Efficient Micropolygon Ray Tracing
编辑:CYBER日期:2012-11-29
访问次数:914
A Shading Reuse Method for Efficient Micropolygon Ray Tracing
作者:Hou, Qiming; Zhou, Kun
来源: ACM TRANSACTIONS ON GRAPHICS 卷: 30 期: 6 2011
本文提出了一种微多边形光线跟踪中的着色重用算法。该算法突破了以往算法的局限性,去除了着色重用过程中对物体空间和图像空间之间映射关系的依赖,从而得以将着色重用运用到折射、反射等光线跟踪效果中。和现有的微多边形光线跟踪算法相比,本文算法可以减少一个数量级的着色计算,并大大提高整体渲染效率,便于在GPU上进行大规模并行实现。
This paper developed a shading reuse method for micropolygon ray tracing. Unlike previous shading reuse methods, this method doesn't Require an explicit object-to-image space mapping for shading density estimation or shading accuracy. It allowed the elegant handling of ray tracing effects such as reflection and refraction. The overhead of our shading reuse operations was minimized by a highly parallel implementation on the GPU. Compared to the state-of-the-art micropolygon ray tracing algorithm, the method is able to reduce the equired shading evaluations by an order of magnitude and achieve significant performance gains.