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Texture Level of Detail Strategies for Real-Time Ray Tracing

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  • First Online: 26 February 2019
  • pp 321–345
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Ray Tracing Gems
Texture Level of Detail Strategies for Real-Time Ray Tracing
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  • Tomas Akenine-Möller3,
  • Jim Nilsson3,
  • Magnus Andersson3,
  • Colin Barré-Brisebois4,
  • Robert Toth3 &
  • …
  • Tero Karras3 
  • 63k Accesses

  • 7 Citations

  • 6 Altmetric

Abstract

Unlike rasterization, where one can rely on pixel quad partial derivatives, an alternative approach must be taken for filtered texturing during ray tracing. We describe two methods for computing texture level of detail for ray tracing. The first approach uses ray differentials, which is a general solution that gives high-quality results. It is rather expensive in terms of computations and ray storage, however. The second method builds on ray cone tracing and uses a single trilinear lookup, a small amount of ray storage, and fewer computations than ray differentials. We explain how ray differentials can be implemented within DirectX Raytracing (DXR) and how to combine them with a G-buffer pass for primary visibility. We present a new method to compute barycentric differentials. In addition, we give previously unpublished details about ray cones and provide a thorough comparison with bilinearly filtered mip level 0, which we consider as a base method.

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Authors and Affiliations

  1. NVIDIA, Santa Clara, CA, USA

    Tomas Akenine-Möller, Jim Nilsson, Magnus Andersson, Robert Toth & Tero Karras

  2. SEED / Electronic Arts, Redwood City, CA, USA

    Colin Barré-Brisebois

Authors
  1. Tomas Akenine-Möller
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  2. Jim Nilsson
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  3. Magnus Andersson
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  4. Colin Barré-Brisebois
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  5. Robert Toth
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  6. Tero Karras
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Editors and Affiliations

  1. Somerville, MA, USA

    Eric Haines

  2. Lund University, Lund, Sweden

    Tomas Akenine-Möller

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Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits any noncommercial use, sharing, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if you modified the licensed material. You do not have permission under this license to share adapted material derived from this chapter or parts of it.

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Akenine-Möller, T., Nilsson, J., Andersson, M., Barré-Brisebois, C., Toth, R., Karras, T. (2019). Texture Level of Detail Strategies for Real-Time Ray Tracing. In: Haines, E., Akenine-Möller, T. (eds) Ray Tracing Gems. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-4427-2_20

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  • DOI: https://doi.org/10.1007/978-1-4842-4427-2_20

  • Published: 26 February 2019

  • Publisher Name: Apress, Berkeley, CA

  • Print ISBN: 978-1-4842-4426-5

  • Online ISBN: 978-1-4842-4427-2

  • eBook Packages: Professional and Applied ComputingApress Access BooksProfessional and Applied Computing (R0)

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