12-raytracing-details

12-raytracing-details - Lecture 13 Ray Tracing Details...

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Unformatted text preview: Lecture 13 Ray Tracing Details Reading Highly Recommended: • Foley van Dam, Section 16.x • Hearn & Baker 2/E, Section 14.6 • Hearn & Baker 3/E, Section 10.11, 10.13 Goodies • There are some advanced ray tracing feature that self-respecting ray tracers shouldn’t be caught without: 1. Acceleration techniques 2. Antialiasing 3. CSG 4. Distributed ray tracing • There are some features that dramatically increase the power of a ray tracer: – Texture and Environment Mapping – Particle systems – Caustics and participating media – … 1. Acceleration Techniques • Problem: ray-object intersection is very expensive, especially we have to test ray-object intersection for every object against every ray • So, we should make intersection tests faster and try to do fewer tests Hierarchical Bounding Volumes • Arrange the scene as a tree – Internal nodes contain primitives with very simple intersection tests (e.g., spheres). Each node’s volume contains all objects in sub-tree – Leaf nodes contain original geometry • Like BSP trees, the potential benefits are big but the hierarchy is hard to build (Note: BSP can be used to speed up ray tracing as well) Spatial Subdivision • Divide up space and record what objects are in each cell • Trace ray through voxel array Any Difference?Any Difference?...
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12-raytracing-details - Lecture 13 Ray Tracing Details...

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