WO2007002494A2 - Real-time precision ray tracing - Google Patents
Real-time precision ray tracing Download PDFInfo
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- WO2007002494A2 WO2007002494A2 PCT/US2006/024631 US2006024631W WO2007002494A2 WO 2007002494 A2 WO2007002494 A2 WO 2007002494A2 US 2006024631 W US2006024631 W US 2006024631W WO 2007002494 A2 WO2007002494 A2 WO 2007002494A2
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/50—Lighting effects
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/06—Ray-tracing
Definitions
- the present invention relates generally to methods and systems for image rendering in and by digital computing systems, such as for motion pictures and other applications, and in particular, relates to methods, systems, devices, and computer software for real-time, precision ray tracing.
- ray tracing describes a technique for synthesizing photorealistic images by identifying all light paths that connect light sources with cameras and summing up these contributions. ' The simulation traces rays along the line of sight to determine visibility, and traces rays from the light sources in order to determine illumination.
- aspects of the present invention provide precise, high-performance techniques, as well as methods, systems and computer software implementing such techniques, that address the issues noted above, and that are also readily adaptable to current ray tracing devices.
- the techniques described herein have a memory footprint that increases linearly with an increase in the number of objects to be ray-traced. In an amortized analysis, the described techniques outperform current real-time ray tracing techniques.
- a first aspect of the present invention is directed to a technique for utilizing bounding volume hierarchies in a manner highly adapted to real-time ray tracing.
- Another aspect of the present invention addresses the issue of self-intersection in ray tracing.
- a technique is described below wherein, after computing the intersection point of a ray and a surface, the computed point is used, along with the ray direction, to re-compute the ray/surface intersection point, thereby providing an iteration that increases precision.
- Another aspect of the present invention enables high performance 3D-tree construction via optimizations in splitting plane selection, minimum storage construction, and tree pruning via approximate left-balancing.
- Another aspect of the invention involves the use of high-performance bounding volume hierarchies wherein, instead of explicitly representing axis-aligned bounding boxes, the system implicitly represents axis-aligned bounding boxes by a hierarchy of intervals.
- the system determines L- and R-planes and partitions the set of objects accordingly. Then the system processes the left and right objects recursively until some termination criterion is met. Since the number of inner nodes is bounded, it is safe to rely on termination when there is only one object remaining.
- Another aspect of the invention involves efficiently determining a splitting plane M via a 3D-tree construction technique described herein, and then partitioning the objects such that the overlap of the resulting L- and R-planes of the new axis-aligned bounding boxes is minimally overlapping the suggested splitting plane M.
- FIQ. 1 is a schematic diagram of a conventional digital processing system in which the present invention can be deployed.
- FIG. 2 is a schematic diagram of a conventional personal computer, or like computing apparatus, in which the present invention can be deployed.
- FIG. 3 is a diagram illustrating an overall method in accordance with a first aspect of the present invention.
- FIG. 4 is diagram of a ray tracing procedure, illustrating the problem of self-intersection.
- FIG. 5 shows a diagram, in elevation view, of a partitioned axis-aligned bounding box that is used as an acceleration data structure in accordance with a further aspect of the invention.
- FIGS. 6-8 are a series of diagrams, in isometric view, of the axis-aligned bounding box shown in FIG. 5, illustrating the partitioning of the bounding box with L- and R-planes.
- FIGS. 9 and 10 are flowcharts of ray tracing methods according to further aspects of the invention.
- the present invention provides improved techniques for ray tracing, and for the efficient construction of acceleration data structures required for fast ray tracing.
- the following discussion describes methods, structures and systems in accordance with these techniques.
- Methods, devices or software products in accordance with the invention can operate on any of a wide range of conventional computing devices and systems, such as those depicted by way of example in FIG. 1 (e.g., network system 100), whether standalone, networked, portable or fixed, including conventional PCs 102, laptops 104, handheld or mobile computers 106, or across the Internet or other networks 108, which may in turn include servers 110 and storage 112.
- FIG. 3 is a diagram depicting an overall method 200 in accordance with an aspect of the present invention. The method is practiced in the context of a computer graphics system, in which a pixel value is generated for each pixel in an image. Each generated pixel value is representative of a point in a scene as recorded on an image plane of a simulated camera.
- the computer graphics system is configured to generate the pixel value for an image using a selected ray-tracing methodology.
- the selected ray-tracing methodology includes the use of a ray tree that includes at least one ray shot from the pixel into a scene along a selected direction, and further includes calculations of the intersections of rays and objects (and/or surfaces of objects) in the scene.
- bounding volume hierarchies are used to calculate the intersections of rays and surfaces in the scene.
- a bounding box of a scene is computed.
- the termination criterion is defined as a condition at which the bounding box coordinates differ only in one unit of resolution from a floating point representation of the ray/surface intersection point.
- the scope of the present invention extends to other termination criteria.
- bounding volume hierarchies as an acceleration structure is advantageous for a number of reasons.
- the memory requirements for bounding volume hierarchies can be linearly bounded in the number of objects to be ray traced.
- bounding volume hierarchies can be constructed much more efficiently than 3D-trees, which makes them very suitable for an amortized analysis, as required for fully animated scenes.
- FIG. 4 is a diagram illustrating the "self-intersection" problem.
- FIG. 4 shows a ray tracing procedure 300, including an image surface 302, an observation point 304, and a light source 306.
- a series of computations are performed in order to locate rays extending between the observation point 304 and the surface 302.
- FIG. 4 shows one such ray 308.
- the calculated ray/surface intersection point 312 is sometimes possible for the calculated ray/surface intersection point 312 to be different from the actual intersection point 310. Further, as illustrated in FIG. 4, it is possible for the calculated point 312 to be located on the "wrong" side of the surface 302. In that case, when computations are performed to locate a secondary ray 314 extending from the calculated ray /surface intersection point 312 to the light source 306, these computations indicate that the secondary ray 314 hits the surface 302 at a second intersection point 316 rather than extending directly to the light source 306, thus resulting in an imaging error.
- One known solution to the self-intersection problem is to start each ray 308 at a safe distance from the surface 302. This safe distance is typically expressed as a global floating point e. However, the determination of the global floating point e depends heavily on the scene, and the particular location within the scene itself, for which an image is being synthesized.
- An aspect of the invention provides a more precise alternative.
- the calculated point 312 and the direction of the ray 308 are then used to re-compute an intersection point that is closer to the actual intersection point 310.
- This re-computation of the intersection point is incorporated into the ray tracing technique as an iteration that increases precision. If the iteratively computed intersection point turns out to be on the "wrong" side of the surface 302, it is moved to the "correct" side of the surface 302.
- the iteratively computed intersection point can be moved along the surface normal, or along the axis determined by the longest component of the normal. Instead of using a global floating point e, the point is moved by an integer e to the last bits of the floating point mantissas.
- the described procedure avoids computations in double precision and has the advantage that it implicitly adapts to the scale of the floating point number, which is determined by its exponent.
- all secondary rays directly start from these modified points making an e-offset unnecessary.
- the ray interval of validity it can therefore be assumed that the ray interval of validity to begin at 0 rather than some offset.
- Modifying the integer representation of the mantissa also avoids numerical problems when intersecting a triangle and a plane in order to decide which points are on what side.
- intersections of rays and freeform surfaces can be found by refining an axis-aligned bounding box, which contains the point of intersection nearest to the ray origin. This refinement can be continued until the resolution of floating point numbers is reached, i.e., until the bounding box coordinates differ only in one unit of resolution from the floating point representation.
- the self-intersection problem then is avoided by selecting the bounding box corner that is closest to the surface normal in the center of the bounding box. This corner point then is used to start the secondary ray. This "ray object intersection test" is very efficient and benefits from the avoidance of the self-intersection problem.
- Appendix set forth listings of source code in accordance with the present aspect of the invention.
- the test first determines the intersection of the ray and the plane of the triangle and then excludes intersections outside the valid interval ]0, result.tfar) on the ray. This is achieved by only one integer test. Note that the +0 is excluded from the valid interval. This is important if denormalized floating point numbers are not supported. If this first determination is successful, the test proceeds by computing the Barycentric coordinates of the intersection. Note that again only an integer test, i.e., more specifically only testing two bits, is required to perform the complete inclusion test. Thus the number of branches is minimal. In order to enable this efficient test, the edges and the normal of the triangle are scaled appropriately in the transformation step.
- a further aspect of the present invention provides an improved approach for constructing acceleration data structures for ray tracing. Compared with prior software implementations that follow a number of different optimizations, the approach described herein yields significantly flatter trees with superior ray tracing performance.
- Candidates for splitting planes are given by the coordinates of the triangle vertices inside the axis-aligned bounding box to be partitioned. Note that this includes vertices that actually lie outside the bounding box, but have at least one coordinate that lies in one of the three intervals defined by the bounding box. Out of these candidates, there is selected the plane closest to middle of the longest side of the current axis-aligned bounding box. A further optimization selects only coordinates of triangles whose longest component of the surface normal matches the normal of the potential splitting plane. This procedure yields much flatter trees, since placing splitting planes through the - triangle vertices implicitly reduces the number of triangles split by splitting planes. In addition, the surface is approximated tightly and empty space is maximized.
- the box is split in the middle along its longest side. This avoids inefficiencies of other approaches, including the use, for example, of long diagonal objects.
- the recursive procedure of deciding which triangles belong to the left and right child of a node in the hierarchy has typically required extensive bookkeeping and memory allocation. There is a much simpler approach that only fails in exceptional cases. Only two arrays of references to the objects to be ray traced are allocated. The first array is initialized with the object references. During recursive space partition, a stack of the elements on the left is grown from the beginning of the array, while the elements, which are classified right, are kept on a stack growing from the end of the array towards the middle. In order to be able to quickly restore the elements that are intersecting a split plane, i.e., are both left and right, the second array keeps a stack of them. Thus backtracking is efficient and simple.
- tree depth is pruned by approximately left-balancing the binary space partition starting from a fixed depth.
- a global fixed depth parameter can be specified across a vast variety of scenes. This can be understood by observing that after a certain amount of binary space partitions usually there remain connected components that are relatively flat in space.
- Section 2.3.1 of the Appendix sets forth a listing of source code in accordance with this aspect of the invention.
- each object to be ray traced is referenced exactly once.
- no mailbox mechanisms are required to prevent the multiple intersection of an object with a ray during the traversal of the hierarchy.
- This is a significant advantage from the viewpoint of system performance and makes implementations on a shared memory system much simpler.
- a second important consequence is that there cannot be more inner nodes in the tree of a bounding volume hierarchy than the total number of objects to be ray-traced.
- the memory footprint of the acceleration data structure can be linearly bounded in the number of objects before construction. Such an a priori bound is not available for the construction of a 3D-tree, where the memory complexity is expected to increase quadratically with the number of objects to be ray-traced.
- bounding volume hierarchies that are significantly faster than current 3D-tree ray tracing techniques, and in which the memory requirements grow linearly, rather than expected quadratically, with the number of objects to be ray-traced.
- the core concept that allows bounding volume hierarchies to outperform 3D-trees is to focus on how space can be partitioned, rather than focusing on the bounding volumes themselves.
- FIG. 5 is a diagram illustrating the principal data structure 400.
- FIG. 5 shows an axis-aligned bounding box 402, in elevation view.
- An L-pIane 402 and an R-plane 404 which are axis-aligned and parallel with each other, are used to partition bounding box 402 into left and right axis-aligned bounding box.
- the left bounding box extends from the left wall 406 of the original bounding box 402 to the
- the right bounding box extends from the R-plane 404 to the right wall 408 of the original bounding box 402. Thus, the left and right bounding boxes may overlap each other.
- the traversal of ray 412 is determined by the positions of intersection with the L- and R-planes 402 and 404 relative to the interval of validity [TV, F] 412 of the ray 410.
- the L- and R-planes 402 and 404 are positioned with respect to each other to partition the set of objects contained within the original bounding box 402, rather than the space contained within the bounding box 402.
- having two planes offers the possibility of maximizing the empty space between the two planes. Consequently the boundary of the scene can be approximated much faster.
- FIGS. 6-8 are a series of three-dimensional diagrams further illustrating data structure 400.
- FIG. 6 shows a diagram of bounding box 402.
- virtual objects within bounding box 402 are depicted as abstract circles 416.
- L-plane 404 and R-plane 406 are then used to partition bounding box 402 • into a left bounding box 402a and a right bounding box 402b.
- the L- and R-planes are selected such that the empty space between them is maximized.
- Each virtual object 416 ends up in either the left bounding box 402a or the right bounding box 402b. As shown at the bottom of FIG.
- FIG. 9 is a flowchart of the described method 500.
- step 501 a bounding box of a scene is computed.
- step 502 parallel L- and R-pIanes are used to partition the axis-aligned bounding box left and right axis-aligned bounding boxes, which may overlap.
- step 503 the left and right bounding boxes are used to partition the set of virtual objects contained with the original axis-aligned bounding box into a set of left objects and a set of right objects.
- step 504 the left and right objects are processed recursively until a termination criterion is met.
- two split parameters are stored within a node. Since the number of nodes is linearly bounded by the number of objects to be ray traced, an array of all nodes can be allocated once. Thus, the costly memory management of 3D-trees during construction becomes unnecessary.
- the construction technique is much simpler than the analog for 3D-tree construction and is easily implemented in a recursive way, or by using an iterative version and a stack.
- the left and right objects are then processed recursively until some termination criterion is met. Since the number of inner nodes is bounded, it is safe to rely on termination when there is only one object left.
- the partition only relies on sorting objects along planes that are perpendicular to the x-, y-, and z-axes, which is very efficient and numerically absolutely stable.
- no exact intersections of objects with splitting planes need to be computed, which is more costly and hard to achieve in a numerically robust way.
- Numerical problems of 3D-trees such as missed triangles at vertices and along edges, can be avoided by extending the triangles before the construction of the bounding volume hierarchy.
- overlapping objects have to be sorted both into the left and right axis-aligned bounding boxes, thereby causing an expected quadratic growth of the tree.
- one technique is to determine a plane M 418 using the 3D-tree construction technique described above and partition the objects such that the overlap of the resulting L-plane and R-plane of the new axis-aligned bounding boxes minimally overlaps the suggested splitting plane M 418.
- the resulting tree is very similar to the corresponding 3D-tree, however, since the object sets are partitioned rather than space, the resulting tree is much flatter.
- Another approach is to select the R-plane and L-plane in such a way that the overlap of child boxes is minimal and the empty space is maximized if possible. It should be noted that for some objects axis-aligned bounding boxes are inefficient. An example of such a situation is a long cylinder with small radius on the diagonal of an axis-aligned bounding box.
- FIG. 10 is a flowchart of a method 600 according to this aspect of the invention.
- a bounding box of a scene is computed.
- a 3D-tree construction is executed to determine a splitting plane M.
- parallel L- and R-planes are used to partition the axis-aligned bounding box into left and right axis-aligned bounding boxes that minimally overlap the splitting plane M.
- the left and right bounding boxes are used to partition the set of virtual objects contained within the original axis-aligned bounding box into a set of left objects and a set of right objects.
- the left and right objects are processed recursively until a termination criterion is met.
- the method 600 illustrated in FIG. 10, as well as the method 200 illustrated in FIG. 3, may be combined with other techniques described herein, including techniques relating to 3D-tree construction, real-time processing, bucket sorting, self-intersection, and the like.
- 3D-tree the spatial subdivision is continued so as to cut off the empty portions of the space around the object.
- partitioning such objects into smaller ones results in a similar behavior.
- a maximum bounding box size is defined. AH objects with an extent that exceeds the maximum bounding box size are split into smaller portions to meet the requirement. The maximum allowed size can be found by scanning the data set for the minimal extent among all objects.
- the data structure described herein allows the transfer of the principles of fast 3D-tree traversal to bounding volume hierarchies.
- the cases of traversal are similar:' (1) only the left child; (2) only the right child; (3) the left child and then the right child; (4) the right child and then the left child; or (5) the ray is between split planes (i.e., empty space). Since one node in the described technique is split by two parallel planes, the order of how to traverse the boxes is determined by the ray direction.
- FIG. 6 sets forth a source code listing incorporating the techniques described above.
- Previous bounding volume hierarchy techniques could not efficiently determine the order of how to traverse the child nodes or required additional effort, such as updating a heap data structure.
- a whole bounding volume had to be loaded and tested against the ray, while the present approach only requires the two plane distances.
- Checking the ray against the two planes in software seems to be more expensive, however.
- the traversal is the bottle neck in 3D-trees, and doing some more computation here better hides the latencies of memory access.
- the bounding volume hierarchy trees tend to be much smaller than corresponding, 3D-trees of same performance.
- regular grids as an acceleration data structure in ray tracing is simple, but efficiency suffers from a lack of spatial adaptivity and the subsequent traversal of many empty grid cells.
- Hierarchical regular grids can improve on the situation, but still are inferior as compared to bounding volume hierarchies and 3D-trees.
- regular grids can be used to improve on the construction speed of acceleration data structures.
- the technique for constructing the acceleration data structures are similar to quick sorting and are expected to run in O(n log n). An improvement can be obtained by applying bucket sorting, which runs in linear time. Therefore the axis-aligned bounding box of the objects is partitioned into n x ⁇ n y x n z axis-aligned boxes.
- Each object then is sorted into exactly one of these boxes by one selected point, e.g., the center of gravity or the first vertex of each triangle could be used. Then the actual axis-aligned bounding box of the objects in each grid cell is determined. These axis-aligned bounding boxes are used instead of the objects they contain as long as the box does not intersect one of the division planes. In that case the box is unpacked and instead the objects in the box will be used directly. This procedure saves a lot of comparisons and memory accesses, noticeably improves the constant of the order of the construction techniques, and also can be applied recursively. The above technique is especially appealing to hardware implementations, since it can be realized by processing a stream of objects.
- the acceleration data structures can be built on demand, i.e., at the time when a ray is traversing a specific axis-aligned bounding box with its objects. Then on the one hand the acceleration data structure never becomes refined in regions of space, which are invisible to the rays, and caches are not polluted by data that is never touched. On the other hand after refinement the objects possibly intersected by a ray are already in the caches. From the above discussion, it will be seen that the present invention addresses long known issues in ray tracing and provides techniques for ray tracing having improved precision, overall speed and memory footprint of the acceleration data structures.
- the described bounding volume hierarchies have significant advantages when compared with 3D-trees and other techniques, particularly in hardware implementations and for huge scenes.
- the described bounding volume hierarchies outperform current 3D-trees by at least a factor of two.
- the memory footprint can be determined beforehand and is linear in the number of objects.
- pMin is the lonely point in the coordinate system with the origin at bBox.bMinMax[0]
- pMax is the lonely point in the coordinate system with the origin at bBox.bMinMax[l]
- ⁇ ray.tfar MlN(ray.tfar,distl);
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Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
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JP2008518466A JP4972642B2 (en) | 2005-06-23 | 2006-06-23 | High-precision real-time ray tracing |
EP06773915A EP1899896A2 (en) | 2005-06-23 | 2006-06-23 | Real-time precision ray tracing |
CA002609283A CA2609283A1 (en) | 2005-06-23 | 2006-06-23 | Real-time precision ray tracing |
AU2006261967A AU2006261967B2 (en) | 2005-06-23 | 2006-06-23 | Real-time precision ray tracing |
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US69323105P | 2005-06-23 | 2005-06-23 | |
US60/693,231 | 2005-06-23 |
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WO2007002494A2 true WO2007002494A2 (en) | 2007-01-04 |
WO2007002494A3 WO2007002494A3 (en) | 2007-06-07 |
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EP (1) | EP1899896A2 (en) |
JP (1) | JP4972642B2 (en) |
AU (1) | AU2006261967B2 (en) |
CA (1) | CA2609283A1 (en) |
WO (1) | WO2007002494A2 (en) |
Cited By (6)
Publication number | Priority date | Publication date | Assignee | Title |
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JP2012502394A (en) * | 2008-09-09 | 2012-01-26 | コースティック グラフィックス インコーポレイテッド | Ray tracing with ray-specific clipping |
JP2013137836A (en) * | 2008-09-22 | 2013-07-11 | Caustic Graphics Inc | System and method for ray tracing shader api |
US9864924B2 (en) | 2015-08-26 | 2018-01-09 | Sony Interactive Entertainment Inc. | Image processing device, image processing method, and program |
US10049488B2 (en) | 2014-05-27 | 2018-08-14 | Samsung Electronics Co., Ltd. | Apparatus and method of traversing acceleration structure in ray tracing system |
CN113168728A (en) * | 2018-12-13 | 2021-07-23 | 超威半导体公司 | Watertight ray triangular intersection without dual precision |
US20230252719A1 (en) * | 2013-08-08 | 2023-08-10 | Imagination Technologies Limited | Rendering a Scene Using Secondary Ray Tracing |
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KR102159262B1 (en) * | 2014-03-14 | 2020-09-23 | 삼성전자 주식회사 | Method and apparatus for removing false-intersection in ray tracing |
GB2545226A (en) | 2015-12-09 | 2017-06-14 | Samsung Electronics Co Ltd | Determining lighting in a 3D virtual scene |
US10249087B2 (en) * | 2016-01-29 | 2019-04-02 | Magic Leap, Inc. | Orthogonal-projection-based texture atlas packing of three-dimensional meshes |
US10235601B1 (en) | 2017-09-07 | 2019-03-19 | 7D Labs, Inc. | Method for image analysis |
US11334762B1 (en) | 2017-09-07 | 2022-05-17 | Aurora Operations, Inc. | Method for image analysis |
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US6172679B1 (en) * | 1991-06-28 | 2001-01-09 | Hong Lip Lim | Visibility calculations for 3D computer graphics |
US20030034968A1 (en) * | 2001-06-07 | 2003-02-20 | Georgy Abramov | System and method for rendering images using a strictly-deterministic methodology including recursive rotations for generating sample points |
US6825839B2 (en) * | 1999-07-28 | 2004-11-30 | The National University Of Singapore | Method and apparatus for generating atomic parts of graphic representation through skeletonization for interactive visualization applications |
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JP2002504729A (en) * | 1998-02-23 | 2002-02-12 | アルゴテック システムズ リミテッド | Ray casting system and method |
JP3931701B2 (en) * | 2002-03-15 | 2007-06-20 | 株式会社デンソー | Image generating apparatus and program |
US6868420B2 (en) * | 2002-07-31 | 2005-03-15 | Mitsubishi Electric Research Laboratories, Inc. | Method for traversing quadtrees, octrees, and N-dimensional bi-trees |
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2006
- 2006-06-23 CA CA002609283A patent/CA2609283A1/en not_active Abandoned
- 2006-06-23 EP EP06773915A patent/EP1899896A2/en not_active Withdrawn
- 2006-06-23 AU AU2006261967A patent/AU2006261967B2/en not_active Ceased
- 2006-06-23 JP JP2008518466A patent/JP4972642B2/en active Active
- 2006-06-23 WO PCT/US2006/024631 patent/WO2007002494A2/en active Search and Examination
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US6172679B1 (en) * | 1991-06-28 | 2001-01-09 | Hong Lip Lim | Visibility calculations for 3D computer graphics |
US6825839B2 (en) * | 1999-07-28 | 2004-11-30 | The National University Of Singapore | Method and apparatus for generating atomic parts of graphic representation through skeletonization for interactive visualization applications |
US20030034968A1 (en) * | 2001-06-07 | 2003-02-20 | Georgy Abramov | System and method for rendering images using a strictly-deterministic methodology including recursive rotations for generating sample points |
Cited By (7)
Publication number | Priority date | Publication date | Assignee | Title |
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JP2012502394A (en) * | 2008-09-09 | 2012-01-26 | コースティック グラフィックス インコーポレイテッド | Ray tracing with ray-specific clipping |
JP2013137836A (en) * | 2008-09-22 | 2013-07-11 | Caustic Graphics Inc | System and method for ray tracing shader api |
US9460547B2 (en) | 2008-09-22 | 2016-10-04 | Imagination Technologies Limited | Systems and methods for program interfaces in multipass rendering |
US20230252719A1 (en) * | 2013-08-08 | 2023-08-10 | Imagination Technologies Limited | Rendering a Scene Using Secondary Ray Tracing |
US10049488B2 (en) | 2014-05-27 | 2018-08-14 | Samsung Electronics Co., Ltd. | Apparatus and method of traversing acceleration structure in ray tracing system |
US9864924B2 (en) | 2015-08-26 | 2018-01-09 | Sony Interactive Entertainment Inc. | Image processing device, image processing method, and program |
CN113168728A (en) * | 2018-12-13 | 2021-07-23 | 超威半导体公司 | Watertight ray triangular intersection without dual precision |
Also Published As
Publication number | Publication date |
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CA2609283A1 (en) | 2007-01-04 |
WO2007002494A3 (en) | 2007-06-07 |
AU2006261967B2 (en) | 2010-09-16 |
AU2006261967A1 (en) | 2007-01-04 |
JP2009514059A (en) | 2009-04-02 |
JP4972642B2 (en) | 2012-07-11 |
EP1899896A2 (en) | 2008-03-19 |
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