9 research outputs found
Automatische Erstellung von Objekthierarchien zum Ray Tracing von dynamischen Szenen
Ray tracing acceleration techniques most often consider only static scenes, neglecting the processing time needed to build the acceleration data structure. With the development of interactive ray tracing systems, this reconstruction time becomes a serious bottleneck if concerned with dynamic scenes. In this paper, we describe two strategies for effcient updating of bounding volume hierarchies (BVH) for scenarios with arbitrarily moving objects. The first exploits spatial locality in the object distribution for faster reinsertion of the moved objects. The second allows insertion and deletion of objects at almost constant time by using a hybrid system, which combines benefits from both spatial subdivision and BVHs. Depending on the number of moving objects, our algorithms adjust a dynamic BVH six to one hundred times faster than it would take to rebuild the complete hierarchy, while rendering times of the resulting hierarchy remain almost untouched.Beschleunigungstechniken für Ray Tracing (Strahlverfolgung) sind meist lediglich für statische Szenen ausgelegt, und wenig Aufmerksamkeit wird auf die Zeit gelegt, welche zur Erstellung der Beschleunigungsdatenstruktur benötigt wird. Mit der Entwicklung interaktiver Ray Tracing Systeme wird dieser Rekonstruktionszeit jedoch zum Flaschenhals, falls man mit dynamischen Szenen arbeitet. In diesem Report werden zwei Strategien für eine effiziente Aktualisierung von Bounding Volume Hierarchien vorgestellt, ausgelegt auf Szenarien mit beliebig bewegten Objekten. Die erste nutzt räumliche Lokalitäten in der Objektverteilung um den Einfügeprozess für bewegten Objekte zu verkürzen. Die zweite Methode erlaubt das Einfügen und Löschen von Objekten in nahezu konstanter Zeit, indem ein hybrides System verwendet wird, welches die Vorteile spatialer Datenstrukturen und Bounding Volume Hierarchien miteinander verknüpft. Abhängig von der Anzahl an bewegten Objekten, können unsere Algorithmen eine bestehende Bounding Volume Hierarchie sech bis hundertmal so schnell anpassen, wie ein kompletter Neuaufbau benötigen würde. Die benötigte Zeit zum Rendern der Szene bleibt jedoch nahezu unberührt im Vergleich
Efficient raytracing of deforming point-sampled surfaces
We present efficient data structures and caching schemes to accelerate ray-surface intersections for deforming point-sampled surfaces. By exploiting spatial and temporal coherence of the deformation during the animation, we are able to improve rendering performance by a factor of two to three compared to existing techniques. Starting from a tight bounding sphere hierarchy for the undeformed object, we use a lazy updating scheme to adapt the hierarchy to the deformed surface in each animation step. In addition, we achieve a significant speedup for ray-surface intersections by caching per-ray intersection points. We also present a technique for rendering sharp edges and corners in point-sampled models by introducing a novel surface clipping algorithm. © The Eurographics Association and Blackwell Publishing 2005
Simulace mechaniky tuhých těles
Predmetom tejto práce je vytvoriť rozšíriteľný fyzikálny simulátor tuhých telies. Súčasťou tohoto simulátoru bude detekcia kolízií v reálnom čase a následné spracovanie týchto kolízií. Simulátor bude schopný simulovať bežné sily vyskytujúce sa v prírode a ich vplyv na tuhé telesá. Medzi tieto sily patrí hlavne gravitácia, s ňou súvisiace rôzne druhy trenia a kľudové sily. Simulátor sa zameria predovšetkým na gule a na ich správanie sa vplyvom vyššie uvedených síl. Práca bude skúmať možnosti optimalizácie úloh ako detekcia kolízií a možnosťi paralelného prístupu. 1The object of this work is to create an easily extendible rigid body simulation engine. The engine will contain real-time collision detection and rea- listic collision handling. It will be able to simulate common nature forces such as gravity, related different types of friction and resting forces. The simulation engine will mainly focus on spheres and their movement influenced by the forces mentioned before. The part of this work will be as well the examination of diffe- rent types of optimalization of such tasks as collision detection and use of parallel approach. 1Department of Software and Computer Science EducationKatedra softwaru a výuky informatikyFaculty of Mathematics and PhysicsMatematicko-fyzikální fakult
Interactive global illumination on the CPU
Computing realistic physically-based global illumination in real-time remains one
of the major goals in the fields of rendering and visualisation; one that has not
yet been achieved due to its inherent computational complexity. This thesis focuses
on CPU-based interactive global illumination approaches with an aim to
develop generalisable hardware-agnostic algorithms. Interactive ray tracing is reliant
on spatial and cache coherency to achieve interactive rates which conflicts
with needs of global illumination solutions which require a large number of incoherent
secondary rays to be computed. Methods that reduce the total number of
rays that need to be processed, such as Selective rendering, were investigated to
determine how best they can be utilised.
The impact that selective rendering has on interactive ray tracing was analysed
and quantified and two novel global illumination algorithms were developed,
with the structured methodology used presented as a framework. Adaptive Inter-
leaved Sampling, is a generalisable approach that combines interleaved sampling
with an adaptive approach, which uses efficient component-specific adaptive guidance
methods to drive the computation. Results of up to 11 frames per second
were demonstrated for multiple components including participating media. Temporal Instant Caching, is a caching scheme for accelerating the computation of
diffuse interreflections to interactive rates. This approach achieved frame rates
exceeding 9 frames per second for the majority of scenes. Validation of the results
for both approaches showed little perceptual difference when comparing
against a gold-standard path-traced image. Further research into caching led to
the development of a new wait-free data access control mechanism for sharing the
irradiance cache among multiple rendering threads on a shared memory parallel
system. By not serialising accesses to the shared data structure the irradiance
values were shared among all the threads without any overhead or contention,
when reading and writing simultaneously. This new approach achieved efficiencies
between 77% and 92% for 8 threads when calculating static images and animations.
This work demonstrates that, due to the
flexibility of the CPU, CPU-based
algorithms remain a valid and competitive choice for achieving global illumination
interactively, and an alternative to the generally brute-force GPU-centric
algorithms
Vertex-Tracing - Interaktives Ray-Tracing durch adaptiv progressives Refinement im Objektraum
Abstract
This dissertation presents an approach for interactive, physically exact simulation of
specular reflections and specular refractions in virtual environments. The introduced
approach is called Vertex Tracing and allows a hybrid rendering to add global
illumination effects in traditional hardware rendering systems.
The core of the Vertex Tracing is an adaptive progressive ray tracing. In contrast to
standard ray tracing we use image coherence to compute only pixels (samples) that are
essential for the final image reconstruction. The step by step adaption towards the final
image is performed by geometry refinement of chosen polyhedra. These are scene objects
with visual characteristics as specular reflections or refractions and should be handled
particularly for Vertex Tracing. The object vertices are the starting point of
computation. First, primary rays are shot from the eye point to the object vertices and
after that, like in classical ray tracing approaches, a recursive ray shooting is
performed from each vertex. If needed new vertices are inserted and consequently a step
by step refinement of the object geometry is done.
The reconstruction of the final image is performed by bilinear interpolation via graphics
hardware. Beside the possibility of a combined rendering with OpenGL-objects, the use of
graphics hardware additionally allows an efficient handling of textures. In this context,
we introduce a defered texture lookup to prevent a costly sampling of high frequent
textures.
In addition, this thesis considers aspects of a distributed and parallel computation to
speed up Vertex Tracing. In detail we implemented a distributed Vertex Tracing for a
heterogenous network as well as a parallel approach for shared memory machines. Despite
the adaptive progressive characteristic of the Vertex Tracing both techniques show that a
significant speed-up can be achieved.Die vorliegende Dissertation beschreibt ein Verfahren zur interaktiv physikalisch exakten Simulation spekularer Reflexionen sowie spekularer Brechungen in virtuellen Umgebungen. Unter dem Begriff Vertex-Tracing wird in dieser Arbeit ein Ansatz vorgestellt, der es durch hybrides Rendering erlaubt, traditionelles Hardware-Rendering mit globalen
Beleuchtungsphänomenen zu ergänzen.
Kern des Verfahrens Vertex-Tracing bildet ein adaptiv progressives Ray-Tracing. Im Gegensatz zum Standard-Ray-Tracing besteht das Ziel darin, vorhandene Bildkohärenzen auszunutzen, indem nur diejenigen Pixel (Samples) berechnet werden, die für die Rekonstruktion des Finalbildes erforderlich sind. Die schrittweise Annäherung an das gewünschte Finalbild erfolgt durch Verfeinerung (Refinement) der Geometrie ausgewählter Polyeder. Diese sind Szenenobjekte, die aufgrund ihrer visuellen Charakteristik in Form spekularer Reflexionen oder Brechungen einem Vertex-Tracing unterzogen werden sollen. Ausgangspunkt der Berechnung dieser Objekte stellen ihre Objekt-Vertices dar. Sie bilden jeweils den Aufpunkt eines geschossenen Primärstrahles vom Betrachter und sind zugleich Startpunkt für eine weitere rekursive Strahlenverfolgung im Sinne des klassischen Ray-Tracing. Je nach Bedarf erfolgt das Einfügen neuer Vertices, dass eine schrittweise Verfeinerung der Objektgeometrie nach sich zieht.
Die Rekonstruktion des Finalbildes erfolgt durch bilineare Interpolation mit Hilfe von Graphik-Hardware. Ihre Nutzung gestattet nicht nur ein kombiniertes Rendering mit herkömmlichen OpenGL-Objekten, sondern erlaubt darüber hinaus eine effiziente Behandlung von Texturen im Vertex-Tracing. In diesem Zusammenhang wird ein verzögerter Textur-Lookup vorgestellt. Er verhindert ein vollständiges Sampling von Texturen, das vor allem bei hochfrequenten Texturen einen erheblichen Mehraufwand bedeuten würde.
Im Hinblick auf die Beschleunigung des Verfahrens werden ferner Aspekte einer verteilt, parallelen Berechnung untersucht beziehungsweise umgesetzt. Im Vordergrund steht dabei die Verteilung des Vertex-Tracings im Rechner-Cluster sowie eine Parallelisierung des Algorithmus auf Shared-Memory-Maschinen. Beide Ansätze zeigen, dass trotz des adaptiv progressiven Charakters des Verfahrens Vertex-Tracing ein signifikanter Speed-Up
erzielbar ist
Dynamic Acceleration Structures for Interactive Ray Tracing
. Acceleration structures used for ray tracing have been designed and optimized for efficient traversal of static scenes. As it becomes feasible to do interactive ray tracing of moving objects, new requirements are posed upon the acceleration structures. Dynamic environments require rapid updates to the acceleration structures. In this paper we propose spatial subdivisions which allow insertion and deletion of objects in constant time at an arbitrary position, allowing scenes to be interactively animated and modified. 1 Introduction Recently, interactive ray tracing has become a reality [8, 9], allowing exploration of scenes rendered with higher quality shading than with traditional interactive rendering algorithms. A high frame-rate is obtained through parallelism, using a multiprocessor shared memory machine. This approach has advantages over hardware accelerated interactive systems in that a software-based ray tracer is more easily modified. One of the problems with interact..