1 / 55

Introduction to Real- T ime Ray Tracing

Introduction to Real- T ime Ray Tracing. Peter Shirley Chris Wyman Morgan McGuire NVIDIA. Introduction to Real- T ime Ray Tracing Part 2 C ourse Overview. Peter Shirley NVIDIA. RAY TRACING: INTRODUCED BY TURNER WHITTED IN 1979. Mirrors, glass, shadows Multi-sampled AA Hand-built BVH

halverson
Download Presentation

Introduction to Real- T ime Ray Tracing

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Introduction toReal-Time Ray Tracing Peter Shirley Chris Wyman Morgan McGuire NVIDIA

  2. Introduction to Real-Time Ray Tracing Part 2Course Overview Peter Shirley NVIDIA

  3. RAY TRACING: INTRODUCED BY TURNER WHITTED IN 1979 • Mirrors, glass, shadows • Multi-sampled AA • Hand-built BVH • 1980s Glossy reflection, diffuse inter-reflection • 2000s Movie rendering • 2010s De-noising • now interactive

  4. HARD SHADOWS

  5. SOFT SHADOWS

  6. DIFFUSE INTER-REFLECTION

  7. SPECULAR REFLECTION

  8. ONE SAMPLE PER PIXEL

  9. COURSE SCHEDULE • Now-2:55pm Peter Shirley Introduction to ray tracing • 3:05-3:55 Chris Wyman Going fast: Parallelizing Your Ray Tracer • 4:05-5:15 Morgan Mcguire

  10. Without random sampling Q = light center P = shaded point Shadow ray = P + t*(Q-P) Is there a hit for t in [0.001, 0.999]?

  11. Without random sampling Q = light center P = shaded point Shadow ray = P + t*(Q-P) Is there a hit for t in [0.001, 0.999]? With random sampling Q = light center + random_in_sphere_of_radius(0.3) P = shaded point Shadow ray = P + t*(Q-P) Is there a hit for t in [0.001, 0.999]?

  12. eye

  13. eye

  14. eye

  15. eye

  16. eye

  17. eye

  18. eye glass

  19. eye glass

  20. eye Multiplier = 1.0 glass

  21. eye Randomly perturb? glass

  22. eye glass

  23. eye glass

  24. Random Points on Triangles

  25. Random Points on Triangles

  26. Random Points on Triangles (1,1) y P = f(x,y)A + g(x,y)*B + (1-f(x,y)-g(x,y))*C x (0,0)

More Related