Algorithm Engineering Lab: Ray Tracing. 8. Februar 2018

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1 Algorithm Engineering Lab: Ray Tracing Jenette Sellin Markus Pawellek 8. Februar 2018

2 Gliederung Goal of the Project Ray Tracing Background Starting Point Setting up the Environment Implementation Serialization / Deserialization More Future Work

3 Goal of the Project

4 Goal of the Project Application / Library: Ray Tracing Smoothed Particle Hydrodynamics (SPH) Example: NVIDIA Kepler real-time raytracing demo at GTC The Verge Current state: Starting the application...

5 Ray Tracing Background

6 Ray Tracing Background r o r d x 1 r x 2 determine the visibility of surfaces in a scene from an origin use a ray to compute nearest intersections

7 Ray Tracing Background o + VS trace a bunch of rays for every pixel apply shading and show the result

8 Starting Point

9 Starting Point Group of 3 People: different background and knowledge base different hardware for example: ordinary laptops, non-ordinary laptops, desktop computer different operating systems for example: Windows 7, macos, Ubuntu, Arch Linux

10 Setting up the Environment

11 Setting up the Environment tools known from the lecture: Intel C++ compiler, git, CMake, clang-format, etc... choice of code editor: Sublime Text 3 with given configurations for C++ and clang-format C++ coding style Google C++ style guide with some minor changes

12 Setting up the Environment git branching model git commit message style learning modern CMake installing GLUT-library in Windows 7

13 Setting up the Environment communication via and GitLab-Issue system additional meeting every week one feature per group member per week

14 Implementation

15 Implementation OpenGL scene viewer with user interaction scene loader: STL-files, OBJ-files camera FPS measurement

16 Naive Ray Tracing o + VS for each ray check existance of intersection with each primitive

17 Morton Code 2 = (10) 2 3 = (11) = (00) 2 1 = (01) enclose scene in a bounding box order primitives of scene with respect to their morton code

18 Bounding Volume Hierarchy (BVH) use morton code to build a tree structure enclose primitives of every node in a bounding box

19 Parallelization naive ray tracing: static parallelization over pixels BVH ray tracing: FPS depends on camera position and screen pixel use blocking principle with block size of 8 dynamic scheduling in for loop

20 Vectorization Now: done by compiler through Eigen-library Future: vectorization of intersection computation vectorization of BVH traversal vectorized random number generation

21 Serialization / Deserialization

22 Serialization / Deserialization Goal: Track user camera movement over time while running spray Serialize the movement by storing camera parameters and time data externally Deserialize by reading the parameters back into the camera object Render the recorded camera movement over time

23 Serialization / Deserialization Limitation: Frame resolution is bounded by the rendering speed during recording; playback is always as choppy as the rendering was on the machine that recorded it. Solution: Interpolate between recorded camera parameters, display extra frames for a smoothing effect.

24 More Future Work

25 More Future Work template-based library more objective measurements implementing physicaly based shading of primitives adding smoothed particle hydrodynamics and even more...

26 Thank you very much for your attention!

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