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Paper Presentation - Micropolygon Ray Tracing With Defocus and Motion Blur -. Qiming Hou, Hao Qin, Wenyao Li, Baining Guo, Kun Zhou Presenter : Jong Hyeob Lee 2010. 10. 28. Micropolygon. What is a micropolygon? Polygon Micropolygon.
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Paper Presentation - Micropolygon Ray Tracing With Defocus and Motion Blur - Qiming Hou, Hao Qin, Wenyao Li, Baining Guo, Kun Zhou Presenter : Jong Hyeob Lee 2010. 10. 28
Micropolygon • What is a micropolygon? Polygon Micropolygon
Rasterization vs Ray Tracing • Tracing a ray is slower than rasterizing a pixel. • Every ray returns something useful. Rasterization waste time on not-covered or occluded pixels. • Tradeoff between per-operation cost and useful operation percentage. • Stochastic sampling favors ray tracing.
Goal • A 4D micropolygon ray tracing • Performs up to an order of magnitude faster than rasterization. • Eliminates the quality-performance tradeoff in defocus and motion blur rendering.
Related Works • Micropolygon • Reyes [Cook et al. 1987] • RenderAnts [Zhou et al. 2009] • Defocus and Motion Blur • Adaptive sampling [Hachisuka et al. 2008] • Hyper-trapezoids • Collision detection [Hubbard 1995]
Overview • Hyper-trapezoid • BVH Construction • Ray Generation • BVH Traversal
Overview • Hyper-trapezoid • BVH Construction • Ray Generation • BVH Traversal
Hyper-trapezoid • A hyper-trapezoid is… • Two faces at T=0, T=1 interpolated linearly across T
Hyper-trapezoid • Axis-aligned bound box & Bounding box based hyper-trapezoid
Hyper-trapezoid • 4D OBB hyper-trapezoids • The T=0 and T=1 faces are 3D OBB, analogous to 3D Hyper-trapezoids with 2D Bouding Box faces. T=1 T=0
Comparisons with AABB • Test scenes (Furball, Ladybug, Fairy, Car)
Overview • Hyper-trapezoid • BVH Construction • Ray Generation • BVH Traversal
BVH Construction • Basic topology is the same as general BVH.
BVH Construction • Build process • Top level BVH • In-grid level BVH • Compute bounding volume
BVH Construction • Top level BVH • Unit : Micropolygon grid • Split strategy : Surface Area Heuristic • Termination criterion : One gird in every node
BVH Construction • In-grid level BVH • Unit : Micropolygons • Split strategy : Parametric space mid-split • Termination criterion : Less than 8 micropolygons in a node
BVH Construction • Compute bounding volume • Compute grid-level orientation • Bottom-up merge : use the orientation that results in smaller surface area. • Top-down simplify : use parent node’s orientation if surface area isn’t increased too much.
Overview • Hyper-trapezoid • BVH Construction • Ray Generation • BVH Traversal
Ray Generation • Reducing the alias • Lens permutation : magic square • Time permutation : magic square shuffled and shifted per-pixel
Overview • Hyper-trapezoid • BVH Construction • Ray Generation • BVH Traversal
BVH Traversal – Ray and OBB • Transforming rays into per-box local frame.
BVH Traversal – Ray and OBB • Transforming rays into per-box local frame.
BVH Traversal - Micropolygon • Use a rasterization-like method to compute pseudo-intersections for micropolygons. • Project micropolygon to view plane. • Use even-odd rule to test it.
Comparison with Rasterization • Better quality
Comparisons with AABB • Test scenes (Furball, Ladybug, Fairy, Car)
Comparison with Rasterization • Faster sampling time
Conclusion • The first time ray tracing is faster than rasterizaion. • A novel acceleration structure based on oriented hypertrapezoid. • Limitation : • Inefficiency of transparency handling • The BVH is not effective when tracing rays inside objects over rasterization methods.
Q&A • Thank you.