de.mpg.escidoc.pubman.appbase.FacesBean
Deutsch
 
Hilfe Wegweiser Impressum Kontakt Einloggen
  DetailsucheBrowse

Datensatz

DATENSATZ AKTIONENEXPORT

Freigegeben

Hochschulschrift

RTfact Concepts for Generic Ray Tracing

MPG-Autoren
http://pubman.mpdl.mpg.de/cone/persons/resource/persons44488

Georgiev,  Iliyan
International Max Planck Research School, MPI for Informatics, Max Planck Society;

Externe Ressourcen
Es sind keine Externen Ressourcen verfügbar
Volltexte (frei zugänglich)
Es sind keine frei zugänglichen Volltexte verfügbar
Ergänzendes Material (frei zugänglich)
Es sind keine frei zugänglichen Ergänzenden Materialien verfügbar
Zitation

Georgiev, I. (2008). RTfact Concepts for Generic Ray Tracing. Master Thesis, Universität des Saarlandes, Saarbrücken.


Zitierlink: http://hdl.handle.net/11858/00-001M-0000-0027-BB2C-F
Zusammenfassung
For a long time now, interactive 3D graphics has been dominated by rasterization algorithms. However, thanks to more than a decade of research and the fast evolution of computer hardware, ray tracing has recently achieved real-time performance. Thus, it is likely that ray tracing will become a commodity choice for adding complex lighting effects to real-time rendering engines. Nonetheless, interactive ray tracing research has been mostly concentrated on few specific combinations of algorithms and data structures. In this thesis we present RTfact (an attempt to bring the different aspects of ray tracing together in a component oriented, generic, and portable way, without sacrificing the performance benefits of hand-tuned single-purpose implementations. RTfact is a template library consisting of packet-centric components combined into an ecient ray tracing framework. Our generic design approach with loosely coupled algorithms and data structures allows for seamless integration of new algorithms with maximum runtime performance, while leveraging as much of the existing code base as possible. The SIMD abstraction layer of RTfact enables easy porting to new microprocessor architectures with wider SIMD instruction sets without the need of modifying existing code. The eciency of C++ templates allows us to achieve fine component granularity and to incorporate a flexible physically- based surface shading model, which enables exploitation of ray coherence. As a proof of concept we apply the library to a variety of rendering tasks and demonstrate its ability to deliver performance equal to existing optimized implementations.