non-linear beam tracing on a gpu
文献类型:期刊论文
作者 | Liu Baoquan ; Wei Li-Yi ; Yang Xu ; Ma Chongyang ; Xu Ying-Qing ; Guo Baining ; Wu Enhua |
刊名 | COMPUTER GRAPHICS FORUM
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出版日期 | 2011 |
卷号 | 30期号:8页码:2156-2169 |
关键词 | nonlinear beam tracing real-time rendering GPU techniques reflection refraction |
ISSN号 | 0167-7055 |
中文摘要 | Beam tracing combines the flexibility of ray tracing and the speed of polygon rasterization. However, beam tracing so far only handles linear transformations; thus, it is only applicable to linear effects such as planar mirror reflections but not to non-linear effects such as curved mirror reflection, refraction, caustics and shadows. In this paper, we introduce non-linear beam tracing to render these non-linear effects. Non-linear beam tracing is highly challenging because commodity graphics hardware supports only linear vertex transformation and triangle rasterization. We overcome this difficulty by designing a non-linear graphics pipeline and implementing it on top of a commodity GPU. This allows beams to be non-linear where rays within the same beam do not have to be parallel or intersect at a single point. Using these non-linear beams, real-time GPU applications can render secondary rays via polygon streaming similar to how they render primary rays. A major strength of this methodology is that it naturally supports fully dynamic scenes without the need to pre-store a scene database. Utilizing our approach, non-linear ray tracing effects can be rendered in real-time on a commodity GPU under a unified framework. |
英文摘要 | Beam tracing combines the flexibility of ray tracing and the speed of polygon rasterization. However, beam tracing so far only handles linear transformations; thus, it is only applicable to linear effects such as planar mirror reflections but not to non-linear effects such as curved mirror reflection, refraction, caustics and shadows. In this paper, we introduce non-linear beam tracing to render these non-linear effects. Non-linear beam tracing is highly challenging because commodity graphics hardware supports only linear vertex transformation and triangle rasterization. We overcome this difficulty by designing a non-linear graphics pipeline and implementing it on top of a commodity GPU. This allows beams to be non-linear where rays within the same beam do not have to be parallel or intersect at a single point. Using these non-linear beams, real-time GPU applications can render secondary rays via polygon streaming similar to how they render primary rays. A major strength of this methodology is that it naturally supports fully dynamic scenes without the need to pre-store a scene database. Utilizing our approach, non-linear ray tracing effects can be rendered in real-time on a commodity GPU under a unified framework. |
学科主题 | Computer Science |
收录类别 | SCI |
资助信息 | National 973 Research Grant2009CB320802; NSFC60833007; Marie Curie project GAMVolVisFP7-PEOPLE-IIF-2008-236120 |
语种 | 英语 |
WOS记录号 | WOS:000297317200002 |
公开日期 | 2013-10-08 |
源URL | [http://ir.iscas.ac.cn/handle/311060/16140] ![]() |
专题 | 软件研究所_软件所图书馆_期刊论文 |
推荐引用方式 GB/T 7714 | Liu Baoquan,Wei Li-Yi,Yang Xu,et al. non-linear beam tracing on a gpu[J]. COMPUTER GRAPHICS FORUM,2011,30(8):2156-2169. |
APA | Liu Baoquan.,Wei Li-Yi.,Yang Xu.,Ma Chongyang.,Xu Ying-Qing.,...&Wu Enhua.(2011).non-linear beam tracing on a gpu.COMPUTER GRAPHICS FORUM,30(8),2156-2169. |
MLA | Liu Baoquan,et al."non-linear beam tracing on a gpu".COMPUTER GRAPHICS FORUM 30.8(2011):2156-2169. |
入库方式: OAI收割
来源:软件研究所
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