Ray tracing of spline surfaces: B�zier clipping, Chebyshev boxing, and bounding volume hierarchy - a critical comparison with new results

1997 ◽  
Vol 13 (6) ◽  
pp. 265-282 ◽  
Author(s):  
Swen Campagna ◽  
Philipp Slusallek ◽  
Hans-Peter Seidel
2021 ◽  
Vol 40 (3) ◽  
pp. 1-21
Author(s):  
Yang Zhou ◽  
Lifan Wu ◽  
Ravi Ramamoorthi ◽  
Ling-Qi Yan

In Computer Graphics, the two main approaches to rendering and visibility involve ray tracing and rasterization. However, a limitation of both approaches is that they essentially use point sampling. This is the source of noise and aliasing, and also leads to significant difficulties for differentiable rendering. In this work, we present a new rendering method, which we call vectorization, that computes 2D point-to-region integrals analytically, thus eliminating point sampling in the 2D integration domain such as for pixel footprints and area lights. Our vectorization revisits the concept of beam tracing, and handles the hidden surface removal problem robustly and accurately. That is, for each intersecting triangle inserted into the viewport of a beam in an arbitrary order, we are able to maintain all the visible regions formed by intersections and occlusions, thanks to our Visibility Bounding Volume Hierarchy structure. As a result, our vectorization produces perfectly anti-aliased visibility, accurate and analytic shading and shadows, and most important, fast and noise-free gradients with Automatic Differentiation or Finite Differences that directly enables differentiable rendering without any changes to our rendering pipeline. Our results are inherently high-quality and noise-free, and our gradients are one to two orders of magnitude faster than those computed with existing differentiable rendering methods.


2021 ◽  
Vol 40 (2) ◽  
pp. 683-712
Author(s):  
Daniel Meister ◽  
Shinji Ogaki ◽  
Carsten Benthin ◽  
Michael J. Doyle ◽  
Michael Guthe ◽  
...  

Author(s):  
Daqi Lin ◽  
Elena Vasiou ◽  
Cem Yuksel ◽  
Daniel Kopta ◽  
Erik Brunvand

Bounding volume hierarchies (BVH) are the most widely used acceleration structures for ray tracing due to their high construction and traversal performance. However, the bounding planes shared between parent and children bounding boxes is an inherent storage redundancy that limits further improvement in performance due to the memory cost of reading these redundant planes. Dual-split trees can create identical space partitioning as BVHs, but in a compact form using less memory by eliminating the redundancies of the BVH structure representation. This reduction in memory storage and data movement translates to faster ray traversal and better energy efficiency. Yet, the performance benefits of dual-split trees are undermined by the processing required to extract the necessary information from their compact representation. This involves bit manipulations and branching instructions which are inefficient in software. We introduce hardware acceleration for dual-split trees and show that the performance advantages over BVHs are emphasized in a hardware ray tracing context that can take advantage of such acceleration. We provide details on how the operations needed for decoding dual-split tree nodes can be implemented in hardware and present experiments in a number of scenes with different sizes using path tracing. In our experiments, we have observed up to 31% reduction in render time and 38% energy saving using dual-split trees as compared to binary BVHs representing identical space partitioning.


2016 ◽  
Vol 27 (3-4) ◽  
pp. 358-368 ◽  
Author(s):  
Ulises Olivares ◽  
Héctor G. Rodríguez ◽  
Arturo García ◽  
Félix F. Ramos

2014 ◽  
Vol 35 (2) ◽  
pp. 65-92 ◽  
Author(s):  
Paweł Kuczyński ◽  
Ryszard Białecki

Abstract The paper deals with a solution of radiation heat transfer problems in enclosures filled with nonparticipating medium using ray tracing on hierarchical ortho-Cartesian meshes. The idea behind the approach is that radiative heat transfer problems can be solved on much coarser grids than their counterparts from computational fluid dynamics (CFD). The resulting code is designed as an add-on to OpenFOAM, an open-source CFD program. Ortho-Cartesian mesh involving boundary elements is created based upon CFD mesh. Parametric non-uniform rational basis spline (NURBS) surfaces are used to define boundaries of the enclosure, allowing for dealing with domains of complex shapes. Algorithm for determining random, uniformly distributed locations of rays leaving NURBS surfaces is described. The paper presents results of test cases assuming gray diffusive walls. In the current version of the model the radiation is not absorbed within gases. However, the ultimate aim of the work is to upgrade the functionality of the model, to problems in absorbing, emitting and scattering medium projecting iteratively the results of radiative analysis on CFD mesh and CFD solution on radiative mesh.


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