Advertisement

The Visual Computer

, Volume 30, Issue 6–8, pp 697–706 | Cite as

Ray tracing via GPU rasterization

  • Wei Hu
  • Yangyu Huang
  • Fan Zhang
  • Guodong Yuan
  • Wei Li
Original Article

Abstract

Ray tracing is a dominant method for generating a wide variety of global illumination effects, such as reflections/refractions, shadows, etc. In this paper, we propose an efficient technique to perform nearly accurate ray tracing using the programmable graphics processor units (GPUs). With the aid of the linked-list A-buffer and the uniform voxel grid to represent scene geometry, the ray-scene intersection can be efficiently computed via the built-in rasterization on GPUs. Based on this novel ray-scene intersection technique, a new ray-tracing framework which supports various light transport algorithms is introduced, including Ray Casting, Whitted Ray tracing, Ambient Occlusion, Path Tracing, and so on. The experimental results demonstrate the accuracy and efficiency of our approach.

Keywords

Ray tracing Global illumination  Rasterization GPUs 

Notes

Acknowledgments

We would like to thank the anonymous reviewers for their constructive comments. We thank Zhao Dong for his valuable suggestions. This work was supported jointly by Nation Nature Science Foundation of China (No. 61003132) and 973 Program of China (No. 2011CB706900).

References

  1. 1.
    Wald, I., Ize, T., Kensler, A., Knoll, A., Parker, S.: Ray tracing animated scenes using coherent grid traversal. ACM Trans. Graph. 25(3), 485–493 (1999)CrossRefGoogle Scholar
  2. 2.
    Carpenter, L.: The A-buffer, an antialiased hidden surface method. In: Proceedings of the 11th annual conference on computer graphics and interactive techniques (SIGGRAPH’84), pp. 103–108 (1984)Google Scholar
  3. 3.
    Yang, C., Hensley, J., Grun, H., Thibieroz, N.: Real-time concurrent linked list construction on the gpu. In: Proceedings of the 21st Eurographics conference on Rendering(EGSR’10), pp. 1297–1304 (2010)Google Scholar
  4. 4.
    Whitted, T.: An improved illumination model for shaded display. Commun. ACM 23(6), 343–349 (1980)CrossRefGoogle Scholar
  5. 5.
    Zhukov, S., Iones, A., Kronin, G.: Proceedings of the Eurographics, Workshop, pp. 45–55 (1998)Google Scholar
  6. 6.
    Kajiya, J.: The rendering equation. In: Proceedings of the 13th annual conference on Computer graphics and interactive techniques (SIGGRAPH’86), pp. 143–150 (1986)Google Scholar
  7. 7.
    Wang, R., Wang, R., Zhou, K., Pan, M., Bao, H.: An efficient GPU-based approach for interactive global illumination. ACM Trans. Graph. 28(3), 1–8 (2009) (artical no. 91)Google Scholar
  8. 8.
    Aila, T., Karras, T.: Architecture considerations for tracing incoherent rays. In: Proceedings of the Conference on High Performance Graphics (HPG’10), pp:112–122 (2010)Google Scholar
  9. 9.
    Aila, T., Laine, S.: Understanding the efficiency of ray traversal on GPUs. In: Proceedings of the Conference on High Performance Graphics (HPG’09), pp:113–122 (2009)Google Scholar
  10. 10.
    Zhou, K., Hou, Q., Wang, R. Guo. B.: Real-time KD-tree construction on graphics hardware. ACM Trans. Graph. 27(5), 1–11 (2008) (artical no. 126)Google Scholar
  11. 11.
    Purcell, T., Buck, I., Mark, W., Hanrahan, P.: Ray tracing on programmable graphics hardware. ACM Trans. Graph. 21(3), 703–712 (2002)CrossRefGoogle Scholar
  12. 12.
    Parker, S., Bigler, J., Dietrich, A., Friedrich, H., Hoberock, J., Luebke, D., Mcallister, D., Mcguire, M., Morley, K., Robison, A., Stich, M.: Optix: a general purpose ray tracing engine. ACM Trans. Graph. 29(4), 1–13 (2010) (artical no. 66)Google Scholar
  13. 13.
    Umenhoffer, T., Patow, G., Kalos, L.: Robust multiple specular reflections and refractions. GPU Gems 3, 387–407 (2010)Google Scholar
  14. 14.
    Rosen, P., Popescu, V., Hayward, K., Wyman, C.: Non-pinhole approximations for interactive rendering. IEEE Comput. Graph. Appl. 31(6), 68–83 (2011)CrossRefGoogle Scholar
  15. 15.
    Wyman, C.: Interactive image-space refraction of nearby geometry. In: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia (GRAPHITE’05), pp. 205–211 (2005)Google Scholar
  16. 16.
    Kalos, L., Umenhoffer, T.: Specular effects on the GPU: state of the art. Comput. Graph. Forum 28(6), 1586–1617 (2009)CrossRefGoogle Scholar
  17. 17.
    Yao, C., Wang, B., Chan, B., Yong, J., Paul, J.: Multi-image based photon tracing for interactive global illumination of dynamic scenes. Comput. Graph. Forum 29(4), 1315–1324 (2010)CrossRefGoogle Scholar
  18. 18.
    Burger, K., Hertel, S., Kruger, J., Westermann, R.: GPU rendering of secondary effects. In: Proceedings of International Workshop on Vision, Modeling and Visualization (VMV’07), pp. 51–61 (2007)Google Scholar
  19. 19.
    Niebner, M., Schafer, H., Stamminger, M.: Fast indirect illumination using layered depth images. Vis. Comput. 26(6), 679–686 (2010) Google Scholar
  20. 20.
    Zhang, C., Hsieh, H, Shen, H.: Real-time reflections on curved objects using layered depth textures. In Proceedings of IADIS International Conference on Computer Graphis and Visualization (2008)Google Scholar
  21. 21.
    Kaplanyan, A., Dachsbacher, C.: Cascaded light propagation volumes for real-time indirect illumination. In: Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games (I3D’10), pp. 99–107 (2010)Google Scholar
  22. 22.
    Thiedemann, S., Henrich, N., Muller, S.: Voxel-based global illumination. In: Proceedings of the 2011 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games (I3D’10), pp. 103–110 (2011)Google Scholar
  23. 23.
    Papaioannou, G., Menexi, M., Papadopoulos, C.: Real-time volume-based ambient occlusion. IEEE Trans. Vis. Comput. Graph. 16(5), 752–762 (2010)CrossRefGoogle Scholar
  24. 24.
    Laine, S., Karras, T.: Efficient sparse voxel octrees. In: Proceedings of the 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D’10), pp. 55–63 (2010)Google Scholar
  25. 25.
    Crassin, C., Neyret, F., Lefebvre, S., Eisemann, E.: Gigavoxels: ray-guided streaming for efficient and detailed voxel rendering. In: Proceedings of the 2009 symposium on Interactive 3D graphics and games, pp. 15–22 (2009)Google Scholar
  26. 26.
    Crassin, C., Neyret, F., Sainz, M., Green, S., Eisemann, E.: Interactive indirect illumination using voxel cone tracing. Comput. Graph. Forum 30(7), 1921–1930 (2011)CrossRefGoogle Scholar
  27. 27.
    Novak, J., Dachsbacher, C.: Rasterized bounding volume hierarchies. Comput. Graph. Forum 31(2), 403–412 (2012)CrossRefGoogle Scholar
  28. 28.
    Tokuyoshi, Y., Ogaki, S.: Real-time bidirectional path tracing via rasterization. In: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games(I3D’12), 183–190 (2012)Google Scholar
  29. 29.
    Crassin, C., Green, S.: Octree-based sparse voxelization using the GPU hardware rasterizer. In: OpenGL Insights, pp. 303–318 (2012)Google Scholar
  30. 30.
    Amanatides, J., Woo, A.: A fast voxel traversal algorithm for ray tracing. In: Proceedings of EuroGraphics’87, pp. 3–10 (1987)Google Scholar
  31. 31.
    Policarpo, F., Oliveira, M., Comba, J.: Real-time relief mapping on arbitrary polygonal surfaces. In: Proceedings of the 2005 symposium on Interactive 3D graphics and games(I3D’05), pp. 155–162 (2005)Google Scholar
  32. 32.
    Colbert, M., Krivanek, J.: Real-time shading with filtered importance sampling. Comput. Graph. Forum 27(4), 1147–1154 (2008)CrossRefGoogle Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2014

Authors and Affiliations

  • Wei Hu
    • 1
  • Yangyu Huang
    • 1
  • Fan Zhang
    • 1
  • Guodong Yuan
    • 2
  • Wei Li
    • 1
  1. 1.College of Information Science and TechnologyBeijing University of Chemical TechnologyBeijing China
  2. 2.Computer SchoolBeijing Information Science and Technology UniversityBeijing China

Personalised recommendations