PYSHA: a shadow-testing acceleration scheme for ray tracing
نویسندگان
چکیده
The paper presents a new data structure called a shadow pyramid for storing 3D objects to reduce the shadow-testing time during ray tracing. For each primitive object that first intersects a ray, a shadow pyramid is constructed in which all the candidate objects that possibly block the path from the relevant light source to any point on the primitive object are registered. Shadow testing of. the intersection point, i.e. of whether the intersection point is shadowed or not, is then performed only against the objects registered in the shadow pyramid formed with the polygon in which the intersection point lies as the base. The registered objects are sorted in the order of so-called shadow form factors to reduce the number of ray-object intersections. The span coherency and the so-called D-list are used in the successive shadow testing of neighboring rays to further reduce the shadow-testing time. An efficient shadow-testing scheme called PYSHA is then proposed. PYSHA is a hybrid shadow-testing procedure in which the shadow testing on the surface of each primitive object (polygon and sphere) is determined between the conventional cell-traversal scheme and the proposed shadow-pyramid scheme for each light source according to a switching criterion. From the cost comparison of the two shadow schemes, two parameters N, pm,., the maximum number of registered objects within a shadow pyramid, and Asml,, the minimum screen-projected area of an object, are derived and used as switching criteria. Owing to the fast access to the candidate objects for intersection and the reduced number of intersection calculations, PYSHA is significantly faster than the conventional cell-traversal scheme or the shadow-pyramid scheme alone for the experimental scenes used in this work.
منابع مشابه
Hybrid ray tracing - ray tracing using gpu-accelerated image-space methods
In recent years, interactive ray tracing has become a reality, although mainly by using clustered workstations and sophisticated acceleration structures. On non-clustered computer architectures this is still not an easy task, especially when rendering animated scenes, even though the computation power of modern workstations is increasing rapidly. In this paper we propose known image-space rende...
متن کاملInteractive Ray Tracing Using Hardware Accelerated Image-Space Methods
In recent years, interactive ray tracing has become realisable, albeit mainly using clustered workstations and sophisticated acceleration structures. On nonclustered computer architectures this is still not an easy task to achieve, especially when rendering animated scenes, even though the computation power of modern workstations is increasing rapidly. In this paper we propose commonly known im...
متن کاملA Hardware Acceleration Method for Volumetric Ray Tracing
In this paper we present an acceleration method for volumetric ray tracing which utilizes standard graphics hardware without compromising image accuracy. The graphics hardware is employed to ident@ those segments of each ray that could possibly contribute to the jinal image. A volumetric ray tracing algorithm is then used to compute the$nal image, traversing only the identi$ed segments of the r...
متن کاملRay Tracing Dynamic Scenes with Shadows on the GPU
We present fast ray tracing of dynamic scenes in this paper with primary and shadow rays. We present a GPUfriendly strategy to bring coherency to shadow rays, based on previous work on grids as acceleration structures. We introduce indirect mapping of threads to rays to improve the performance of ray tracing on the GPU for the traversal and intersection steps. We also construct a light frustum ...
متن کاملHardware-Accelerated Rendering of Antialiased Shadows with Shadow Maps
We present a hardware-accelerated method for rendering high quality, antialiased shadows using the shadow map approach. Instead of relying on dedicated hardware support for shadow map filtering, we propose a general rendering algorithm that can be used on most graphics workstations. The filtering method softens shadow boundaries by using a technique called percentage closer filtering which is c...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید
ثبت ناماگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید
ورودعنوان ژورنال:
- Computer-Aided Design
دوره 24 شماره
صفحات -
تاریخ انتشار 1992