Interactive Fragment Tracing

Wu (Editoren)
In: The Visual Computer (Okt. 2005), 21:8-11(591-600)
Präsentiert: The 13th Pacific Conference on Computer Graphics and Applications (Pacific Graphics 2005)
 

Abstract

One of the main challenges in real-time rendering is to enable more and more effects which previously have been available in offline rendering only. An important effect among these is physically correct reflections of arbitrary objects in curved reflectors like windshields.

In this paper we propose fragment tracing on the GPU as a solution to interactively realize this effect for large scenes as employed in industrial applications. For each rasterized fragment, a ray is traced through an octree representing the original geometry and surface material. By introducing a GPU implementation of an octree traversal, for the first time hierarchical data structures can efficiently be used on the GPU. As a result, the approach allows both handling of large geometries as those employed in Virtual Prototyping and accurate rendering. Several examples show the generality and achievable rendering quality of our method.

Stichwörter: GPU-based rendering, interactive reflections, ray tracing

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Bibtex

@ARTICLE{meseth-2005-interactive,
      author = {Meseth, Jan and Guthe, Michael and Klein, Reinhard},
      editor = {Wu},
       pages = {591--600},
       title = {Interactive Fragment Tracing},
     journal = {The Visual Computer},
      volume = {21},
      number = {8-11},
        year = {2005},
       month = oct,
    keywords = {GPU-based rendering, interactive reflections, ray tracing},
    abstract = {One of the main challenges in real-time rendering is to enable more and more effects which
                previously have been available in offline rendering only. An important effect among these is
                physically correct reflections of arbitrary objects in curved reflectors like windshields. 
                
                In this paper we propose fragment tracing on the GPU as a solution to interactively realize this
                effect for large scenes as employed in industrial applications. For each rasterized fragment, a ray
                is traced through an octree representing the original geometry and surface material. By introducing
                a GPU implementation of an octree traversal, for the first time hierarchical data structures can
                efficiently be used on the GPU. As a result, the approach allows both handling of large geometries
                as those employed in Virtual Prototyping and accurate rendering. Several examples show the
                generality and achievable rendering quality of our method.},
        issn = {0178-2789},
  conference = {The 13th Pacific Conference on Computer Graphics and Applications (Pacific Graphics 2005)}
}