Geometry transition method to improve ray-tracing precision
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We propose a method for moving the view position to the origin and moving the coordinates of primitives so that they are at the same distance in order to improve ray-tracing precision. This approach exploits the principle that a floating-point number provides higher precision near zero. In this way, we can significantly reduce the number of self-intersections occurring in ray tracing that are caused by limited floating-point precision. The experimental results show that the number of self-intersections is reduced by up to 84.6 %. We also propose a hardware approach to resolve the computational overhead in the proposed algorithm. Its contribution to the hardware size is very small in comparison with the size of the entire ray-tracing hardware.
Keywords3D graphics Ray tracing Rendering artifact Floating-point arithmetic
This research was supported by Basic Science Research Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Education, Science and Technology (NRF-2012R1A1A2004624).
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