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Physically Based Real-time Ray Tracing

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Broadest success at solving physically based rendering tasks. ... Currently Real-time and Physically Based ray tracing algorithms don't work well together ... – PowerPoint PPT presentation

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Title: Physically Based Real-time Ray Tracing


1
Physically Based Real-time Ray Tracing
  • Ryan Overbeck

2
Overview
  • Ray tracing
  • Broadest success at solving physically based
    rendering tasks.
  • But is slower than Z-Buffer (for primary
    visibility)
  • Real-time Ray Tracing
  • Recent algorithmic improvements make real-time
    ray tracing possible
  • Most of these algorithmic improvements have only
    been demonstrated for primary visibility w. point
    light shadows
  • Physically Based Ray Tracing
  • Uses Path Tracing / Monte-Carlo ray tracing for
    physical effects
  • Consistent algorithmic improvements over the
    years
  • Very Slow
  • Currently Real-time and Physically Based ray
    tracing algorithms dont work well together

3
Real-time Ray Tracing
  • Ray Packets Shoot 4 or 4x4 (or more) rays at a
    time
  • Neighboring rays take similar paths through the
    scene
  • Use SIMD (ie. SSE) instructions to perform one
    instruction on 4 floating point values at once
  • Use interval arithmetic to use a single test to
    represent the entire packet
  • Geometry Proxies Frustum Traversal, LCTS
  • Use bounding geometry to represent a larger group
    of rays (usually 16x16 128x128)
  • Miscellaneous Improvements
  • Improved Acceleration Structures,
  • Geometry Intersection tests,
  • Multi-threading for multi-core architectures,

4
Physically Based Ray Tracing
  • Effects
  • Image anti-aliasing, Motion Blur
  • Complex Lighting (soft shadows, hard shadows,
    environment lighting, ambient lighting,
    inter-reflections)
  • Complex Materials (perfect reflection, glossy
    reflection, subsurface scattering,)
  • Film / Lens effects (depth of field, bloom, )
  • Tools
  • Intelligent sampling distributions (Stratified
    Sampling, Importance Sampling, Low discrepancy
    sampling, Poisson Disc Sampling, )
  • Adaptive / Interpolated Sampling
  • Image / Film processing (filters, tone mapping,)

5
My Goals
  • Long Term
  • Design algorithms to marry real-time ray tracing
    with physically based ray tracing
  • Short Term
  • Build a Framework within which I can experiment
  • Where to start?
  • MLRT fastest real-time ray tracer
  • Would need to make it more general
  • Highly optimized code very difficult to modify
  • PBRT Most general Free physically based ray
    tracer
  • Would need to make it fast
  • Very nice design easy to modify

6
Progress
  • Started overhaul of PBRT
  • Tightened up kd-tree traversal code
  • Added accelerations for ray vs. triangle
    intersection
  • Parallelized PBRT -- multi-core processors
  • Tile image space (usually 64x64 tiles)
  • statically assign tiles to threads
  • Added 4-ray packets for primary rays
  • Shoot 4 rays at a time
  • Use SIMD SSE to accelerate ray traversal

7
Test Setup
  • 512x512 images
  • 1 sample/pixel
  • PBRT low discrepancy sampling for primary samples
  • 2x2 PBRT box filter for image reconstruction
  • 3.0GHz Pentium 4 (2 cores)

8
Test Setup
  • Scenes

Sponza (66454 Triangles) Sibenik (80479 Triangles) Buddha (1087720 Triangles)
9
Results
Sponza Sibenik Buddha
1 rays/ 1 thread 2.778s 3.266s 3.054s
1 rays/ 2 threads 2.327s 2.532s 3.489s
1 rays/ 4 threads 2.361s 2.534s 4.384s
4 rays/ 1 thread 1.055s 1.041s 1.684s
4 rays/ 2 threads 0.835s 0.775s 1.656s
4 rays/ 4 threads 0.776s 0.819s 1.514s
10
Next Steps
  • Tighten up samplers and image filtering
  • These two are adding .3 s to 512x512 render time
    (almost as much as ray casting)
  • Larger ray packets (esp. 4x4)
  • Add Frustum Traversal
  • Move to secondary effects
  • This will mark the beginning of new research
    territory
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