DIRT: Deferred Image-based Ray Tracing (Unknown language)

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We introduce a novel approach to image-space ray tracing ideally suited for the photorealistic synthesis of fully dynamic environments at interactive frame rates. Our method, designed entirely on the rasterization pipeline, alters the acceleration data structure construction from a per-fragment to a per-primitive basis in order to simultaneously support three important, generally conflicting in prior art, objectives: fast construction times, analytic intersection tests and reduced memory requirements. In every frame, our algorithm operates in two stages: A compact representation of the scene geometry is built based on primitive linked-lists, followed by a traversal step that decouples the ray-primitive intersection tests from the illumination calculations; a process inspired by deferred rendering and the path integral formulation of light transport. Efficient empty space skipping is achieved by exploiting several culling optimizations both in xy- and z-space, such as pixel frustum clipping, depth subdivision and lossless buffer down-scaling. An extensive experimental study is finally offered showing that our method advances the area of image-based ray tracing under the constraints posed by arbitrarily complex and animated scenarios.

Table of contents conference proceedings

The tables of contents are generated automatically and are based on the data records of the individual contributions available in the index of the TIB portal. The display of the Tables of Contents may therefore be incomplete.

Exploring and Expanding the Continuum of OIT Algorithms
Wyman, Chris | 2016
SVGPU: Real Time 3D Rendering to Vector Graphics Formats
Ellis, Apollo I. / Hunt, Warren / Hart, John C. | 2016
Masked Software Occlusion Culling
Hasselgren, Jon / Andersson, Magnus / Akenine-Möller, Tomas | 2016
Watertight Ray Traversal with Reduced Precision
Vaidyanathan, Karthik / Akenine-Möller, Tomas / Salvi, Marco | 2016
Efficient Stackless Hierarchy Traversal on GPUs with Backtracking in Constant Time
Binder, Nikolaus / Keller, Alexander | 2016
Bandwidth-Efficient BVH Layout for Incremental Hardware Traversal
Liktor, Gabor / Vaidyanathan, Karthik | 2016
DIRT: Deferred Image-based Ray Tracing
Vardis, Konstantinos / Vasilakis, Andreas-Alexandros / Papaioannou, Georgios | 2016
Photon Splatting Using a View-Sample Cluster Hierarchy
Moreau, Pierre / Sintorn, Erik / Kämpe, Viktor / Assarsson, Ulf / Doggett, Michael | 2016
Deep G-Buffers for Stable Global Illumination Approximation
Mara, Michael / McGuire, Morgan / Nowrouzezahrai, Derek / Luebke, David | 2016
Lightcut Interpolation
Rehfeld, Hauke / Dachsbacher, Carsten | 2016
GVDB: Raytracing Sparse Voxel Database Structures on the GPU
Hoetzlein, Rama Karl | 2016
Local Shading Coherence Extraction for SIMD-Efficient Path Tracing on CPUs
Áfra, Attila T. / Benthin, Carsten / Wald, Ingo / Munkberg, Jacob | 2016
Adaptive Sampling for On-The-Fly Ray Casting of Particle-based Fluids
Hochstetter, Hendrik / Orthmann, Jens / Kolb, Andreas | 2016
Infinite Resolution Textures
Reshetov, Alexander / Luebke, David | 2016
Filtering Distributions of Normals for Shading Antialiasing
Kaplanyan, Anton S. / Hill, Stephen / Patney, Anjul / Lefohn, Aaron | 2016
Comparison of Projection Methods for Rendering Virtual Reality
Toth, Robert / Nilsson, Jim / Akenine-Möller, Tomas | 2016
A Fast, Massively Parallel Solver for Large, Irregular Pairwise Markov Random Fields
Thuerck, Daniel / Waechter, Michael / Widmer, Sven / Buelow, Max von / Seemann, Patrick / Pfetsch, Marc E. / Goesele, Michael | 2016