2,978 research outputs found

    Gradient-index Solar Sail and its Optimal Orbital Control

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    Solar sails with the capability of generating a tangential radiation pressure at the sun-pointing attitude, such as refractive sails can provide more efficient methods for attitude and orbital control of sailcraft. This paper presents the concept of gradient-index sail as an advanced class of refractive sail, which operates by guiding the solar radiation through a structure made of graded refractive index material. The design of the sail's refractive index distribution is performed by transformation optics, and the resultant index realized by the effective refractive index of non-resonant bulk metamaterials made of silica. The performance of the sail was evaluated by using ray tracing for a broad spectrum of solar radiation under the normal incidence angle, which showed an efficiency of 90.5% for generation of a tangential radiation pressure. We also studied the orbital control of the tangential-radiation-pressure-generating sails, and showed that the full orbital control, including the modification of orbital axes, eccentricity, and inclination can be applied by changing the attitude of the sail merely around the sun-sail axis, while the sail keeps the sun-pointing attitude at every point of the orbit

    Topological Space Partition for Fast Ray Tracing in Architectural Models

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    International audienceFast ray-tracing requires an efficient acceleration structure. For architectural environment, the most famous is the cells-and-portals one. Many previous works attempt to automatically construct a good cells-and-portals. We propose a new acceleration structure which extends the classical cells-and-portals. It is automatically extracted from the topological model of a given building. It contains a low number of large volumes, all of them linked into a graph model. The scan of our structure is particularly simple and rapid, using all the topological information available from the topological model. The scan can be done for a single ray, or a wide ray packet. We show in this paper that our structure allows an interactive rendering even for large building models, with direct lighting from some thousands of point lights

    Out-of-Core GPU Path Tracing on Large Instanced Scenes via Geometry Streaming

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    We present a technique for out-of-core GPU path tracing of arbitrarily large scenes that is compatible with hardware-accelerated ray-tracing. Our technique improves upon previous works by subdividing the scene spatially into streamable chunks that are loaded using a priority system that maximizes ray throughput and minimizes GPU memory usage. This allows for arbitrarily large scaling of scene complexity. Our system required under 19 minutes to render a solid color version of Disney\u27s Moana Island scene (39.3 million instances, 261.1 million unique quads, and 82.4 billion instanced quads at a resolution of 1024x429 and 1024spp on an RTX 5000 (24GB memory total, 22GB used, 13GB geometry cache, with the remainder for temporary buffers and storage) (Wald et al.). As a scalability test, our system rendered 26 Moana Island scenes without multi-level instancing (1.02 billion instances, 2.14 trillion instanced quads, ~230GB if all resident) in under 1h:28m. Compared to state-of-the-art hardware-accelerated renders of the Moana Island scene, our system can render larger scenes on a single GPU. Our system is faster than the previous out-of-core approach and is able to render larger scenes than previous in-core approaches given the same memory constraints (Hellmuth, Zellman et al, Wald)

    Doctor of Philosophy in Computer Science

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    dissertationRay tracing is becoming more widely adopted in offline rendering systems due to its natural support for high quality lighting. Since quality is also a concern in most real time systems, we believe ray tracing would be a welcome change in the real time world, but is avoided due to insufficient performance. Since power consumption is one of the primary factors limiting the increase of processor performance, it must be addressed as a foremost concern in any future ray tracing system designs. This will require cooperating advances in both algorithms and architecture. In this dissertation I study ray tracing system designs from a data movement perspective, targeting the various memory resources that are the primary consumer of power on a modern processor. The result is high performance, low energy ray tracing architectures

    Interactive global illumination on the CPU

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    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
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