Review for Raytracing Algorithm and Hardware


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1 Review for Raytracing Algorithm and Hardware Reporter: 邱敬捷博士候選人 LanDa Van ( 范倫達 ), Ph. D. Department of Computer Science National Chiao Tung University Taiwan, R.O.C. Summer, /7/26
2 Outline Introduction Raycasting Algorithm Raytracing Algorithm Traversal Tree Algorithm Raytracing Hardware Traversal Tree and Build Tree Hardware Conclusion
3 Graphics Pipeline Review Properties of the Graphics Pipeline Primitives are transformed and projected (not depending on display resolution) Primitives are processed one at a time. Forwardmapping from geometrical space to image space
4 Realistic Images synthesis Global illumination Radiosity (Finite elements) Ray tracing (Point sampling) Photon mapping (Point sampling) 4
5 Ray Casting (1/2) Raycasting searches along lines of sight, or rays, to determine the primitive that is visible along it. Properties of raycasting: Go through all primitives at each pixel Image space sample first Analytic processing afterwards
6 Ray Casting (2/2) For every pixel shoot a ray from the eye through the pixel. For every object in the scene Find the point of intersection with the ray closest to (and in front of) the eye Compute normal at point of intersection Compute color for pixel based on point and normal at intersection closest to the eye (e.g. by Phong illumination model). t 0
7 Raytracing (1/4) Cast rays from the eye point the same way as ray casting Builds the image pixel by pixel, one at a time Cast additional rays from the hit point to determine the pixel color Shoot rays toward each light. If they hit something, then the object is shadowed from that light, otherwise use standard model for the light Reflection rays for mirror surfaces, to see what should be reflected in the mirror Refraction rays to see what can be seen through transparent objects Sum all the contributions to get the pixel color
8 Raytracing (2/4)
9 Raytracing (3/4) Primary rays (Red) are always traced from the camera into the scene in order to determine what will be visible in the final image. To create the direct illumination and shadows "Shadow rays "(Black) are traced from each rendered point to each light in the scene. If the rays "hit" a light the point is illuminated based on the light's settings. If they hit an object the point is shaded. Reflection rays (Green) are traced in the direction of the reflection vector which depends on the type of reflection  fresnel or normal and the index of refraction of the material. The direction of the Refraction rays/transmitted rays (Blue) depends only on the index of refraction of the material.
10 Raytracing (4/4)
11 Recursive Raytracing Recursive Ray Tracing R 2 N 3 T 3 Viewpoint N 2 R 1 T 1 R 3 L 1 L 2 N 1 L 3 L 1 R 1 T 1 L 2 L 3 N i surface normal R i reflected ray Eye R 2 R 3 T 3 L i shadow ray T i transmitted (refracted) ray
12 Recursive Raytracing How to detect other tracing paths in red color?
13 Recursive Raytracing Ray Tracing Illumination E V L Nˆ R V reflected I I ( ( E E, V ) I direct I reflected I transmitte d I P I reflected I k reflected r I( P, Vreflected) I transmitte d V transmitte d I k transmitte d t I( P, V d transmitte ) I direct k a I ambient I light k d Nˆ Lˆ k s Vˆ Rˆ n shiny
14 Raytracing Results
15 Phone Reflection Model Visual illustration of the Phong equation: here the light is white, the ambient and diffuse colors are both blue, and the specular color is white, reflecting a small part of the light hitting the surface, but only in very narrow highlights. The intensity of the diffuse component varies with the direction of the surface, and the ambient component is uniform (independent of direction).
16 Reflection Ray
17 Reflection Ray Results
18 Refraction Ray Snell s Law Tˆ Tˆ Tˆ sin Mˆ t sin t i r sin cos Nˆ Nˆ i I Mˆ ( cos ˆ) sin i sin t ( Nˆ cos i Iˆ) cos tn ˆ sin i ( cos cos ) Nˆ Iˆ r cos Nˆ Iˆ i cos 1 sin t i i t 2 t t t r 2 1 sin r 2 i 2 1 (1 ( Nˆ Iˆ) r Nˆ cos Iˆ Î i i Nˆ 2 ) Nˆ Nˆ cos i t Tˆ Mˆ Note that I is the negative of the incoming ray ˆ 2 r 1 r (1 ( Nˆ Iˆ) 2 T ( Nˆ Iˆ) ) Nˆ Iˆ r Total internal reflection when the square root is imaginary
19 Refraction Ray Results
20 Shadow Ray Shoot a ray to the light and try to get the distance to the nearest intersection point. If the distance > the distance to the light, add the lighting effect Space partition will speed up its computation.
21 Shadow Ray pixel light d_l eye d_hit p d_l < d_hit, visibility = 1
22 Shadow Ray d_l light eye d_hit d_l > d_hit, visibility = 0
23 Computational Flow H. Y. Kim, Y. J. Kim, L. S. Kim, MRTP: Mobile Ray Tracing Processor with Reconfigurable Stream Multi Processors for High Datapth Utilization, IEEE JSSC, Feb
24 KD Tree Structure and Results
25 BVH Tree Structure and Results Bounding Volume Hierarchy atastructure.php
26 Octree Structure and Results gpugems2_chapter37.html
27 RT Sphere Intersection O P D Ray: P O td P C R Sphere: C 2 2 O td C R 0 t 2 b b 4ac 2a 2 at bt c 2 a D 0 b 2( O C) D c ( O C) R 2 2
28 RT Triangle Intersection Barycentric Coordinates P c0p0 c1p 1 c2p2 c0 c1 c2 1 c c 1 2 ( P P ) ( P P ) ( P P ) ( P P ) ( P P ) ( P P ) ( P P ) ( P P ) c 1 c c This can be used for checking if P is In the triangle. It is also useful when Computing the texture coordinates and Other linear interpolations (normal). P is inside the triangle if c 1 > 0, c 2 >0, and c 1 +c 2 < 1 CS 535
29 Raytracing Hardware Perspective: Heterogeneous computation architecture (skip here) Commercial GPU (skip here) CUDA OpenCL Specialized hardware for raytracing
30 Specialized Hardware  Ray Tracing Acceleration Structure Tracing General Computation
31 Ray Processing Unit (RPU) 5.5fps SIGGRAPH '05 ACM SIGGRAPH 2005 Papers, Pages fps
32 Samsung Reconfigurable GPU based on Ray Tracing (SGRT) Fairy scene, 34 fps at 4 SGRT cores (500 MHz T&I unit and 1 GHz SRP
33 Samsung Reconfigurable GPU based on Ray Tracing (SGRT) Combine the advantages of Rasterization & RayTracing HPG '13 Proceedings of the 5th HighPerformance Graphics Conference Pages
34 Internal Architecture of the T&I Unit Node Leaf Node HPG '13 Proceedings of the 5th HighPerformance Graphics Conference Pages
35 Traversal Unit Single Pipeline Parallel Pipeline
36 Programmable Shader
37 Execution Flow
38 RT Results
39 T&I Engine T&I Engine: Traversal and Intersection Engine for Hardware Accelerated Ray Tracing
40 A Hardware Unit for Fast SAHoptimised BVH Construction ACM Transactions on Graphics, Vol. 32, No. 4, Article 139, Publication Date: July 2013
41 Build Times Realtime rendering: 30fps One flame: 33ms
42 Conclusion Pon: Global illumination can be achieved. The computational independence of each ray makes ray tracing amenable to parallelization. Con: Sacrifice performance to improve image quality Divergence of second rays reduce parallelism If the traditional ray tracing is not realistic enough, additional techniques (photon mapping, path tracing) can be considered to show more accurate simulation of realworld lighting
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