Vertex tracing - interaktives ray tracing durch adaptiv progressives Refinement im Objektraum

نویسنده

  • Thomas Ullmann
چکیده

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.

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تاریخ انتشار 2003