Ray tracing em tempo real usando hierarchical scene signed distance fields

Detalhes bibliográficos
Ano de defesa: 2019
Autor(a) principal: Menezes, Vitor Peixoto
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de Santa Maria
Brasil
Ciência da Computação
UFSM
Programa de Pós-Graduação em Ciência da Computação
Centro de Tecnologia
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: http://repositorio.ufsm.br/handle/1/19105
Resumo: Ray tracing is an important technique for obtaining photo-realistic images. The basic algorithm is well known and consists of tracing rays from a synthetic camera position by calculating the color of objects colliding with the rays. The number of rays varies, but it is usually proportional to pixel amount, which raises the complexity of ray tracing technique because it deals with a large number of collisions between rays and objects. Therefore, acceleration methods are required. Recently, proposed solutions changed the way that an object is represented. These solutions use the signed distance field (SDF) to represent an object. Thus, using a hierarchical signed distance fields approach, our work presents a new manner of representing a static scene that is capable of decreasing the image generation time. The algorithm introduces a pre-processing scheme that subdivides the scene and stores it on disk for later use. Initially, each object must be transformed to a signed distance field representation and after that, the hierarchy of the scene must be created and saved to disk. During rendering, the previously generated structure is loaded from disk and used to calculate the ray tracing.