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Texture Level of Detail Strategies for Real-Time Ray Tracing

Akenine-Möller, Tomas LU ; Nilsson, Jim ; Andersson, Magnus ; Barré-Brisebois, Colin ; Toth, Robert and Karras, Tero (2019) p.321-345
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... (More)
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 In addition, we give previously unpublished details about ray cones and provide a thorough comparison with bilinearly filtered mip level 0, which we consider as a base method. (Less)
Please use this url to cite or link to this publication:
author
; ; ; ; and
organization
publishing date
type
Chapter in Book/Report/Conference proceeding
publication status
published
subject
host publication
Ray Tracing Gems : High-Quality and Real-Time Rendering with DXR and Other APIs - High-Quality and Real-Time Rendering with DXR and Other APIs
editor
Haines, Eric and Akenine-Möller, Tomas
pages
25 pages
publisher
Apress
external identifiers
  • scopus:85076274280
ISBN
978-1-4842-4426-5
978-1-4842-4427-2
DOI
10.1007/978-1-4842-4427-2_20
language
English
LU publication?
yes
id
37667e44-1ee1-4937-b890-c63654d4ba9d
date added to LUP
2020-09-17 15:09:53
date last changed
2024-05-01 16:53:55
@inbook{37667e44-1ee1-4937-b890-c63654d4ba9d,
  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.}},
  author       = {{Akenine-Möller, Tomas and Nilsson, Jim and Andersson, Magnus and Barré-Brisebois, Colin and Toth, Robert and Karras, Tero}},
  booktitle    = {{Ray Tracing Gems : High-Quality and Real-Time Rendering with DXR and Other APIs}},
  editor       = {{Haines, Eric and Akenine-Möller, Tomas}},
  isbn         = {{978-1-4842-4426-5}},
  language     = {{eng}},
  pages        = {{321--345}},
  publisher    = {{Apress}},
  title        = {{Texture Level of Detail Strategies for Real-Time Ray Tracing}},
  url          = {{http://dx.doi.org/10.1007/978-1-4842-4427-2_20}},
  doi          = {{10.1007/978-1-4842-4427-2_20}},
  year         = {{2019}},
}