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DISTRIBUTED RAY TRACING

DISTRIBUTED RAY TRACING. some implementation notes. Theory v. practice. Brute force – multiple rays at every sampling opportunity Implementation – for each pixel subsample, randomize at each opportunity. DRT components. anti-aliasing and motion blur

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DISTRIBUTED RAY TRACING

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  1. DISTRIBUTED RAY TRACING some implementation notes CSE 681

  2. Theory v. practice • Brute force – multiple rays at every sampling opportunity • Implementation – for each pixel subsample, randomize at each opportunity CSE 681

  3. DRT components • anti-aliasing and motion blur • supersampling - in time and space: anti-aliasing • jitter sample in time and space: motion blur • depth of field - sample lens: blurs • shadows – sample light source: soft shadows • reflection – sample reflection direction: rough surface • transparency – sample transmission direction: translucent surface CSE 681

  4. Replace Camera Model • shift from pinhole camera model to lens camera model • picture plane at -w, not +w • camera position becomes lens center • picture plane is behind 'pinhole' • negate u, v, w, trace ray from pixel to camera CSE 681

  5. ANTI-ALIASING: Organizing subpixel samplesOptions • Do each subsample in raster order • do each pixel in raster order, do each subsample in raster order • do each pixel in raster order, do all subsamples in temporal order • keep framebuffer, do all subsamples in temporal order CSE 681

  6. SPATIAL JITTERING • for each pixel 200x200, i,j • for each subpixel sample 4x4 s,t • Jitter sample CSE 681

  7. MOTION BLURTEMPORAL JITTERING • for subsample • get delta time from table • jitter delta +/- 1/2 time division • move objects to that instant in time CSE 681

  8. DEPTH OF FIELD • generate ray from subsample through lens center to focal plane • generate random sample on lens disk - random in 2D u,v • generate ray from this point to focal plane point CSE 681

  9. VISIBILITY - as usual • intersect ray with environment • find first intersection at point p on object o with normal n CSE 681

  10. Shadows • generate random vector on surface of light - random on sphere CSE 681

  11. Reflections • computer reflection vector • generate random sample in sphere at end of R • Importance sampling • Randomize n instead of R CSE 681

  12. Transparency • compute transmission vector • generate random sample in sphere at end of T • Importance sampling • Randomize n instead of T CSE 681

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