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Título de Acceso Abierto

Ray Tracing Gems

Eric Haines ; Tomas Akenine-Möller (eds.)

Resumen/Descripción – provisto por la editorial

No disponible.

Palabras clave – provistas por la editorial

Computer Graphics; Game Development; Image Processing and Computer Vision

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Institución detectada Año de publicación Navegá Descargá Solicitá
No requiere 2019 SpringerLink acceso abierto

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Tipo de recurso:

libros

ISBN impreso

978-1-4842-4426-5

ISBN electrónico

978-1-4842-4427-2

Editor responsable

Springer Nature

País de edición

Reino Unido

Fecha de publicación

Información sobre derechos de publicación

© NVIDIA 2019

Tabla de contenidos

Simple Environment Map Filtering Using Ray Cones and Ray Differentials

Tomas Akenine-Möller; Jim Nilsson

We describe simple methods for how to filter environment maps using ray cones and ray differentials in a ray tracing engine.

Part V - Denoising and Filtering | Pp. 347-351

Improving Temporal Antialiasing with Adaptive Ray Tracing

Adam Marrs; Josef Spjut; Holger Gruen; Rahul Sathe; Morgan McGuire

In this chapter, we discuss a pragmatic approach to real-time supersampling that extends commonly used temporal antialiasing techniques with adaptive ray tracing. The algorithm conforms to the constraints of a commercial game engine, removes blurring and ghosting artifacts associated with standard temporal antialiasing, and achieves quality approaching 16× supersampling of geometry, shading, and materials within the 16 ms frame budget required of most games.

Part V - Denoising and Filtering | Pp. 353-370

Interactive Light Map and Irradiance Volume Preview in Frostbite

Diede Apers; Petter Edblom; Charles de Rousiers; Sébastien Hillaire

This chapter presents the real-time global illumination (GI) preview system available in the Frostbite engine. Our approach is based on Monte Carlo path tracing running on the GPU, built using the DirectX Raytracing (DXR) API. We present an approach to updating light maps and irradiance volumes in real time according to elements constituting a scene. Methods to accelerate these updates, such as view prioritization and irradiance caching, are also described. A light map denoiser is used to always present a pleasing image on screen. This solution allows artists to visualize the result of their edits, progressively refined on screen, rather than waiting minutes to hours for the final result using the previous CPUbased GI solver. Even if the GI solution being refined in real time on screen has not converged after a few seconds, it is enough for artists to get an idea of the final look and assess the scene quality. It enables them to iterate faster and so achieve a higher-quality scene lighting setup.

Part VI - Hybrid Approaches and Systems | Pp. 377-407

Real-Time Global Illumination with Photon Mapping

Niklas Smal; Maksim Aizenshtein

Indirect lighting, also known as global illumination, is a crucial effect in photorealistic images. While there are a number of effective global illumination techniques based on precomputation that work well with static scenes, including global illumination for scenes with dynamic lighting and dynamic geometry remains a challenging problem. In this chapter, we describe a real-time global illumination algorithm based on photon mapping that evaluates several bounces of indirect lighting without any precomputed data in scenes with both dynamic lighting and fully dynamic geometry. We explain both the pre- and post-processing steps required to achieve dynamic high-quality illumination within the limits of a realtime frame budget.

Part VI - Hybrid Approaches and Systems | Pp. 409-436

Hybrid Rendering for Real-Time Ray Tracing

Colin Barré-Brisebois; Henrik Halén; Graham Wihlidal; Andrew Lauritzen; Jasper Bekkers; Tomasz Stachowiak; Johan Andersson

This chapter describes the rendering pipeline developed for , a real-time ray tracing experiment featuring self-learning agents in a procedurally assembled world. showcases a hybrid rendering pipeline in which rasterization, compute, and ray tracing shaders work together to enable real-time visuals approaching the quality of offline path tracing.

The design behind the various stages of such a pipeline is described, including implementation details essential to the realization of ’s hybrid ray tracing techniques. Advice on implementing the various ray tracing stages is provided, supplemented by pseudocode for ray traced shadows and ambient occlusion. A replacement to exponential averaging in the form of a reactive multi-scale mean estimator is also included. Even though ’s world is lightly textured and small, this chapter describes the necessary building blocks of a hybrid rendering pipeline that could then be specialized for any AAA game. Ultimately, this chapter provides the reader with an overall good design to augment existing physically based deferred rendering pipelines with ray tracing, in a modular fashion that is compatible across visual styles.

Part VI - Hybrid Approaches and Systems | Pp. 437-473

Deferred Hybrid Path Tracing

Thomas Willberger; Clemens Musterle; Stephan Bergmann

We describe a hybrid rendering approach that leverages existing rasterizationbased techniques and combines them with ray tracing in order to achieve realtime global illumination. We reduce the number of traced rays by trying to find an intersection in screen space and reuse information from previous frames via reprojection and filtering. Artificial lighting is stored in nodes of the spatial acceleration structure to ensure efficient memory access. Our techniques require no manual preprocessing and only a few seconds of precomputation. They were developed as a real-time rendering solution for architectural design but can be applied to other purposes as well.

Part VI - Hybrid Approaches and Systems | Pp. 475-492

Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization

John E. Stone

This chapter describes rendering techniques and implementation considerations when using ray tracing for interactive scientific and technical visualization. Ray tracing offers a convenient framework for building high-fidelity rendering engines that can directly generate publication-quality images for scientific manuscripts while also providing high interactivity in a what-you-see-is-what-you-get rendering experience. The combination of interactivity with sophisticated rendering enables scientists who are typically not experts in computer graphics or rendering technologies to be able to immediately apply advanced rendering features in their daily work. This chapter summarizes techniques and practical approaches learned from applying ray tracing techniques to scientific visualization, and molecular visualization in particular.

Part VI - Hybrid Approaches and Systems | Pp. 493-515

Ray Tracing Inhomogeneous Volumes

Matthias Raab

Simulating the interaction of light with scattering and absorbing media requires importance sampling of distances proportional to the volume transmittance. A simple method originating from neutron transport simulation can be used to importance-sample collision events of a particle like a photon with arbitrary media.

Part VII - Global Illumination | Pp. 521-531

Efficient Particle Volume Splatting in a Ray Tracer

Aaron Knoll; R. Keith Morley; Ingo Wald; Nick Leaf; Peter Messmer

Rendering of particle data sets is a common problem in many domains including games, film, and scientific visualization. Conventionally, this has been accomplished using rasterization-based splatting methods, which scale linearly with respect to problem size. Given sufficiently low-cost ray traversal with logarithmic complexity, splatting within a ray tracing framework could scale better to larger geometry. In this chapter, we provide a method for efficiently rendering larger particle data, exploiting ray coherence and leveraging hardware-accelerated traversal on architectures such as the NVIDIA RTX 2080 Ti (Turing) GPUs with RT Cores technology.

Part VII - Global Illumination | Pp. 533-541

Caustics Using Screen-Space Photon Mapping

Hyuk Kim

Photon mapping is a global illumination technique for rendering caustics and indirect lighting by simulating the transportation of photons emitted from the light. This chapter introduces a technique to render caustics with photon mapping in screen space with hardware ray tracing and a screen-space denoiser in real time.

Part VII - Global Illumination | Pp. 543-555