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Um pipeline para renderização fotorrealística de tempo real com ray tracing para a realidade aumentadaLemos de Almeida Melo, Diego 31 January 2012 (has links)
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Previous issue date: 2012 / A Realidade Aumentada é um campo de pesquisa que trata do estudo de técnicas para
integrar informações virtuais com o mundo real. Algumas aplicações de Realidade Aumentada
requerem fotorrealismo, onde os elementos virtuais são tão coerentemente inseridos na cena real
que o usuário não consegue distinguir o virtual do real.
Para a síntese de cenas 3D existem diversas técnicas, entre elas o ray tracing. Ele é um
algoritmo baseado em conceitos básicos da Física Ótica, cuja principal característica é a alta
qualidade visual a um custo computacional elevado, o que condicionava a sua utilização a aplicações
offline. Contudo, com o avanço do poder computacional das GPUs este algoritmo passou a ser viável
para ser utilizado em aplicações de tempo real, devido principalmente ao fato de ser um algoritmo
com a característica de poder ser massivamente paralelizado.
Levando isto em consideração, esta dissertação propõe um pipeline para renderização
fotorrealística em tempo real utilizando a técnica ray tracing em aplicações de Realidade
Aumentada. O ray tracer utilizado foi o Real Time Ray Tracer, ou RT2, de Santos et al., que serviu de
base para a construção de um pipeline com suporte a sombreamento, síntese de diversos tipos de
materiais, oclusão, reflexão, refração e alguns efeitos de câmera. Para que fosse possível obter um
sistema que funciona a taxas interativas, todo o pipeline de renderização foi implementado em GPU,
utilizando a linguagem CUDA, da NVIDIA. Outra contribuição importante deste trabalho é a
integração deste pipeline com o dispositivo Kinect, da Microsoft, possibilitando a obtenção de
informações reais da cena, em tempo real, eliminando assim a necessidade de se conhecer
previamente os objetos pertencentes à cena real
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Um Pipeline Para Renderização Fotorrealística de Tempo Real com Ray Tracing para Realidade AumentadaMelo, Diego Lemos de Almeida 09 March 2012 (has links)
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Dissertacao_completa_Diego_Lemos.pdf: 4382725 bytes, checksum: 304625beefcdb33f03bb97376f48c770 (MD5)
license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5)
Previous issue date: 2012-03-09 / A Realidade Aumentada é um campo de pesquisa que trata do estudo de técnicas para
integrar informações virtuais com o mundo real. Algumas aplicações de Realidade Aumentada
requerem fotorrealismo, onde os elementos virtuais são tão coerentemente inseridos na cena real
que o usuário não consegue distinguir o virtual do real.
Para a síntese de cenas 3D existem diversas técnicas, entre elas o ray tracing. Ele é um
algoritmo baseado em conceitos básicos da Física Ótica, cuja principal característica é a alta
qualidade visual a um custo computacional elevado, o que condicionava a sua utilização a aplicações
offline. Contudo, com o avanço do poder computacional das GPUs este algoritmo passou a ser viável
para ser utilizado em aplicações de tempo real, devido principalmente ao fato de ser um algoritmo
com a característica de poder ser massivamente paralelizado.
Levando isto em consideração, esta dissertação propõe um pipeline para renderização
fotorrealística em tempo real utilizando a técnica ray tracing em aplicações de Realidade
Aumentada. O ray tracer utilizado foi o Real Time Ray Tracer, ou RT2, de Santos et al., que serviu de
base para a construção de um pipeline com suporte a sombreamento, síntese de diversos tipos de
materiais, oclusão, reflexão, refração e alguns efeitos de câmera. Para que fosse possível obter um
sistema que funciona a taxas interativas, todo o pipeline de renderização foi implementado em GPU,
utilizando a linguagem CUDA, da NVIDIA. Outra contribuição importante deste trabalho é a
integração deste pipeline com o dispositivo Kinect, da Microsoft, possibilitando a obtenção de
informações reais da cena, em tempo real, eliminando assim a necessidade de se conhecer
previamente os objetos pertencentes à cena real.
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Real-time generation of kd-trees for ray tracing using DirectX 11Säll, Martin, Cronqvist, Fredrik January 2017 (has links)
Context. Ray tracing has always been a simple but effective way to create a photorealistic scene but at a greater cost when expanding the scene. Recent improvements in GPU and CPU hardware have made ray tracing faster, making more complex scenes possible with the same amount of time needed to process the scene. Despite the improvements in hardware ray tracing is still rarely run at a interactive speed. Objectives. The aim of this experiment was to implement a new kdtree generation algorithm using DirectX 11 compute shaders. Methods. The implementation created during the experiment was tested using two platforms and five scenarios where the generation time for the kd-tree was measured in milliseconds. The results where compared to a sequential implementation running on the CPU. Results. In the end the kd-tree generation algorithm implemented did not run within our definition of real-time. Comparing the generation times from the implementations shows that there is a speedup for the GPU implementation compared to our CPU implementation, it also shows linear scaling for the generation time as the number of triangles in the scene increase. Conclusions. Noticeable limitations encountered during the experiment was that the handling of dynamic structures and sorting of arrays are limited which forced us to use less memory efficient solutions.
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Ray Tracing Non-Polygonal Objects: Implementation and Performance Analysis using EmbreeCarlie, Michael January 2016 (has links)
Free-form surfaces and implicit surfaces must be tessellated before being rendered with rasterization techniques. However ray tracing provides the means to directly render such objects without the need to first convert into polygonal meshes. Since ray tracing can handle triangle meshes as well, the question of which method is most suitable in terms of performance, quality and memory usage is addressed in this thesis. Bézier surfaces and NURBS surfaces along with basic algebraic implicit surfaces are implemented in order to test the performance relative to polygonal meshes approximating the same objects. The parametric surfaces are implemented using an iterative Newtonian method that converges on the point of intersection using a bounding volume hierarchy that stores the initial guesses. Research into intersecting rays with parametric surfaces is surveyed in order to find additional methods that speed up the computation. The implicit surfaces are implemented using common direct algebraic methods. All of the intersection tests are implemented using the Embree ray tracing API as well as a SIMD library in order to achieve interactive framerates on a CPU. The results show that both Bézier surfaces and NURBS surfaces can achieve interactive framerates on a CPU using SIMD computation, with Bézier surfaces coming close to the performance of polygonal counterparts. The implicit surfaces implemented outperform even the simplest polygonal approximations.
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Implementing and Evaluating CPU/GPU Real-Time Ray Tracing SolutionsNorgren, David January 2016 (has links)
Ray tracing is a popular algorithm used to simulate the behavior of light and is commonly used to render images with high levels of visual realism. Modern multicore CPUs and many-core GPUs can take advantage of the parallel nature of ray tracing to accelerate the rendering process and produce new images in real-time. For non-specialized hardware however, such implementations are often limited to low screen resolutions, simple scene geometry and basic graphical effects. In this work, a C++ framework was created to investigate how the ray tracing algorithm can be implemented and accelerated on the CPU and GPU, respectively. The framework is capable of utilizing two third-party ray tracing libraries, Intel’s Embree and NVIDIA’s OptiX, to ray trace various 3D scenes. The framework also supports several effects for added realism, a user controlled camera and triangle meshes with different materials and textures. In addition, a hybrid ray tracing solution is explored, running both libraries simultaneously to render subsections of the screen. Benchmarks performed on a high-end CPU and GPU are finally presented for various scenes and effects. Throughout these results, OptiX on a Titan X performed better by a factor of 2-4 compared to Embree running on an 8-core hyperthreaded CPU within the same price range. Due to this imbalance of the CPU and GPU along with possible interferences between the libraries, the hybrid solution did not give a significant speedup, but created possibilities for future research.
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Potential of GPU Based Hybrid Ray Tracing For Real-Time GamesPoulsen, Henrik January 2009 (has links)
The development of Graphics Hardware Technology is blazing fast, with new and more improved models, that out spec the previous generations with leaps and bounds, before one has the time to digest the potential of the previous generations computing power. With the progression of this technology the computer games industry has always been quick to adapt this new power and all the features that emerge as the graphic card industry learn what the customers need from their products. The current generations of games use extraordinary visual effects to heighten the immersion into the games, all of which is thanks to the constant progress of the graphics hardware, which would have been an impossibility just a couple of years ago. Ray tracing has been used for years in the movie industry for creation of stunning special effects and whole movies completely made in 3D. This technique for giving realistic imagery has always been for usage exclusively for non-interactive entertainment, since this way of rendering an image is extremely expensive when it comes to computations. To generate one single image with Ray Tracing you might need several hundred millions of calculations, which so far haven’t been proven to work in real-time situations, such as for games. However, due to the continuous increase of processing power in Graphical Processing Units, GPUs, the limits of what can, and cannot, be done in real-time is constantly shifting further and further into the realm of possibility. So this thesis focuses upon finding out just how close we are to getting ray tracing into the realm of real-time games. Two tests were performed to find out the potential a current (2009) high-end computer system has when it comes to handling a raster - ray tracing hybrid implementation. The first test is to see how well a modern GPU handles rendering of a very simple scene with phong shading and ray traced shadows without any optimizations. And the second test is with the same scenario, but this time done with a basic optimization; this last test is to illustrate the impact that possible optimizations have on ray tracers. These tests were later compared to Intel’s results with ray tracing Enemy Territory: Quake Wars.
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Real Time Ray TracingHuss, Niklas January 2004 (has links)
Ray tracing has for a long time been used to create photo realistic images, but due to complex calculations done per pixel and slow hardware, the time to render a frame has been counted in hours or even days and this can be drawback if a change of a scene cannot be seen instantly. When ray tracing a frame takes less than a second to render we call it “real time ray tracing” or “interactive ray tracing” and many solutions have been developed and some involves distributing the computation to different computers interconnected in a very fast network (100 Mbit or higher). There are some drawbacks with this approach because most people do not have more than one computer and if they have, the computers are most likely not connected to each other. Since the hardware of today is fast enough to render a pretty complex image within minutes it should be possible to achieve real time ray tracing by combining many different methods that has been developed and reduce the render time. This work will examine what has to be sacrificed in image quality and complexity of static scenes, in order to achieve real time frame rate with ray tracing on a single computer. Some of the methods that will be covered in this work are frame optimizations, secondary rays optimization, hierarchies, culling, shadow caching, and sub sampling.
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Scattering ice cloudsSmith, Helen January 2015 (has links)
The 2013 meeting of the Intergovernmental Panel on Climate Change concluded that the coupling of clouds to the Earth's climate is one of the biggest uncertainties faced in predicting climate change today. Cirrus clouds are of particular interest because the extensive variability in particle size, shape and complexity poses a number of challenges in the accurate modelling of optical properties. The dependence of the single-scattering properties on particle shape demand accurate representation of the crystal geometries in scattering models, geometries which can vary from simple hexagonal prisms to complex multi-branched aggregates. This work, presented as a series of papers, uses laboratory studies to investigate the single scattering properties of ice crystals. Of particular focus here are columns with internal cavities. The first paper investigates the phase function, P11 and asymmetry parameter, g of varying crystal habits, whilst the second paper focuses on polarised scattering. One of the main findings is the difference in internal structure between hollow columns grown at warmer temperatures (-7 degrees C) and those grown at colder temperatures (-30 degrees C). Measurements were used to create new particle geometries for use in scattering models. The third paper makes use of findings from papers 1 & 2 to create an optical parametrization for cirrus, utilizing the new particle geometry.
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Hybrid Ray-Traced Reflections in Real-Time : in OpenGL 4.3Frid Kastrati, Mattias January 2015 (has links)
Context. Reaching photo realistic results when rendering 3D graphics in real-time is a hard computational task. Ray-tracing gives results close to this but is too expensive to be run at real-time frame rates. On the other hand rasterized methods such as deferred rendering are able to keep the tight time constraints with the support of modern hardware. Objectives. The basic objective is to merge deferred rendering and ray-tracing into one rasterized pipeline for dynamic scenes. In the thesis the proposed method is explained and compared to the methods it merges. Image quality, execution time and VRAM usage impact are investigated. Methods. The proposed method uses deferred rendering to render the result of the primary rays. Some pixels are marked, based on material properties for further rendering with ray-tracing. Only reflections are presented in the thesis but it has been proven that other global illumination effects can be implemented in the ray-tracing framework used. Results and Conclusions. The hybrid method is proved through experiments to be between 2.49 to 4.19 times faster than pure ray-tracing in the proposed pipeline. For smaller scenes it can be run at frame rates close to real-time, but, for larger scenes such as the Crytek Sponza scene the real-time feeling is lost. However, interactivity is never lost. It is also proved that a simple adjustment to the original framework can save almost 2/3 of the memory spent on A-buffers. Image comparisons prove that the technique can compete with offline ray tracers in terms of image quality.
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General testing method for refractive surfaces based on reverse Hartmann testWang, Daodang, Xu, Ping, Liang, Rongguang, Ming, Kong, Zhao, Jun, Gong, Zhidong, Mo, Linhai, Mo, Shuhui, Xie, Zhongmin 23 August 2017 (has links)
The testing technique with high dynamic range is required to meet the measurement of refractive wavefront with large distortion from test refractive surface. A general deflectometric method based on reverse Hartmann test is proposed to test refractive surfaces. Ray tracing of the modeled testing system is performed to reconstruct the refractive wavefront from test surface, in which computer-aided optimization of system geometry is performed to calibrate the geometrical error. For the refractive wavefront error with RMS 255 mu m, the testing precision better than 0.5 mu m is achieved.
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