• Login
    View Item 
    •   Eurographics DL Home
    • Computer Graphics Forum
    • Volume 22 (2003)
    • Issue 3
    • View Item
    •   Eurographics DL Home
    • Computer Graphics Forum
    • Volume 22 (2003)
    • Issue 3
    • View Item
    JavaScript is disabled for your browser. Some features of this site may not work without it.

    Ray Differentials and Multiresolution Geometry Caching for Distribution Ray Tracing in Complex Scenes

    Thumbnail
    View/Open
    paper249.pdf (4.091Mb)
    Date
    2003
    Author
    Christensen, Per H.
    Laur, David M.
    Fong, Julia
    Wooten, Wayne L.
    Batali, Dana
    Pay-Per-View via TIB Hannover:

    Try if this item/paper is available.

    Metadata
    Show full item record
    Abstract
    When rendering only directly visible objects, ray tracing a few levels of specular reflection from large, low-curvaturesurfaces, and ray tracing shadows from point-like light sources, the accessed geometry is coherentand a geometry cache performs well. But in many other cases, the accessed geometry is incoherent and a standardgeometry cache performs poorly: ray tracing of specular reflection from highly curved surfaces, tracing rays thatare many reflection levels deep, and distribution ray tracing for wide glossy reflection, global illumination, widesoft shadows, and ambient occlusion. Fortunately, less geometric accuracy is necessary in the incoherent cases.This observation can be formalized by looking at the ray differentials for different types of scattering: coherentrays have small differentials, while incoherent rays have large differentials. We utilize this observation to obtainefficient multiresolution caching of geometry and textures (including displacement maps) for classic and distributionray tracing in complex scenes. We use an existing multiresolution caching scheme (originally developed forscanline rendering) for textures and displacement maps, and introduce a multiresolution geometry caching schemefor tessellated surfaces. The multiresolution geometry caching scheme makes it possible to efficiently render scenesthat, if fully tessellated, would use 100 times more memory than the geometry cache size.
    BibTeX
    @article {10.1111:1467-8659.t01-1-00702,
    journal = {Computer Graphics Forum},
    title = {{Ray Differentials and Multiresolution Geometry Caching for Distribution Ray Tracing in Complex Scenes}},
    author = {Christensen, Per H. and Laur, David M. and Fong, Julia and Wooten, Wayne L. and Batali, Dana},
    year = {2003},
    publisher = {Blackwell Publishers, Inc and the Eurographics Association},
    ISSN = {1467-8659},
    DOI = {10.1111/1467-8659.t01-1-00702}
    }
    URI
    http://dx.doi.org/10.1111/1467-8659.t01-1-00702
    Collections
    • Issue 3

    Eurographics Association copyright © 2013 - 2020 
    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
    Theme by @mire NV
    System hosted at  Graz University of Technology.
    TUGFhA
     

     

    Browse

    All of Eurographics DLCommunities & CollectionsBy Issue DateAuthorsTitlesSubjectsThis CollectionBy Issue DateAuthorsTitlesSubjects

    My Account

    LoginRegister

    BibTeX | TOC

    Create BibTeX Create Table of Contents

    Eurographics Association copyright © 2013 - 2020 
    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
    Theme by @mire NV
    System hosted at  Graz University of Technology.
    TUGFhA