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Time-Continuous Quasi-Monte Carlo Ray Tracing

Gribel, C. J. LU and Akenine-Möller, T. LU (2017) In Computer Graphics Forum 36(6). p.354-367
Abstract

Domain-continuous visibility determination algorithms have proved to be very efficient at reducing noise otherwise prevalent in stochastic sampling. Even though they come with an increased overhead in terms of geometrical tests and visibility information management, their analytical nature provides such a rich integral that the pay-off is often worth it. This paper presents a time-continuous, primary visibility algorithm for motion blur aimed at ray tracing. Two novel intersection tests are derived and implemented. The first is for ray versus moving triangle and the second for ray versus moving AABB intersection. A novel take on shading is presented as well, where the time continuum of visible geometry is adaptively point-sampled.... (More)

Domain-continuous visibility determination algorithms have proved to be very efficient at reducing noise otherwise prevalent in stochastic sampling. Even though they come with an increased overhead in terms of geometrical tests and visibility information management, their analytical nature provides such a rich integral that the pay-off is often worth it. This paper presents a time-continuous, primary visibility algorithm for motion blur aimed at ray tracing. Two novel intersection tests are derived and implemented. The first is for ray versus moving triangle and the second for ray versus moving AABB intersection. A novel take on shading is presented as well, where the time continuum of visible geometry is adaptively point-sampled. Static geometry is handled using supplemental stochastic rays in order to reduce spatial aliasing. Finally, a prototype ray tracer with a full time-continuous traversal kernel is presented in detail. The results are based on a variety of test scenarios and show that even though our time-continuous algorithm has limitations, it outperforms multi-jittered quasi-Monte Carlo ray tracing in terms of image quality at equal rendering time, within wide sampling rate ranges.

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author
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organization
publishing date
type
Contribution to journal
publication status
published
subject
keywords
Antialiasing, Image and video processing, Ray tracing, Rendering, Visibility determination
in
Computer Graphics Forum
volume
36
issue
6
pages
354 - 367
publisher
Wiley-Blackwell
external identifiers
  • scopus:84988358539
  • wos:000408634200021
ISSN
0167-7055
DOI
10.1111/cgf.12985
language
English
LU publication?
yes
id
ff0cb6c9-5892-4fff-8d87-8329c410f8ee
date added to LUP
2017-02-15 09:57:51
date last changed
2024-03-17 07:53:58
@article{ff0cb6c9-5892-4fff-8d87-8329c410f8ee,
  abstract     = {{<p>Domain-continuous visibility determination algorithms have proved to be very efficient at reducing noise otherwise prevalent in stochastic sampling. Even though they come with an increased overhead in terms of geometrical tests and visibility information management, their analytical nature provides such a rich integral that the pay-off is often worth it. This paper presents a time-continuous, primary visibility algorithm for motion blur aimed at ray tracing. Two novel intersection tests are derived and implemented. The first is for ray versus moving triangle and the second for ray versus moving AABB intersection. A novel take on shading is presented as well, where the time continuum of visible geometry is adaptively point-sampled. Static geometry is handled using supplemental stochastic rays in order to reduce spatial aliasing. Finally, a prototype ray tracer with a full time-continuous traversal kernel is presented in detail. The results are based on a variety of test scenarios and show that even though our time-continuous algorithm has limitations, it outperforms multi-jittered quasi-Monte Carlo ray tracing in terms of image quality at equal rendering time, within wide sampling rate ranges.</p>}},
  author       = {{Gribel, C. J. and Akenine-Möller, T.}},
  issn         = {{0167-7055}},
  keywords     = {{Antialiasing; Image and video processing; Ray tracing; Rendering; Visibility determination}},
  language     = {{eng}},
  number       = {{6}},
  pages        = {{354--367}},
  publisher    = {{Wiley-Blackwell}},
  series       = {{Computer Graphics Forum}},
  title        = {{Time-Continuous Quasi-Monte Carlo Ray Tracing}},
  url          = {{http://dx.doi.org/10.1111/cgf.12985}},
  doi          = {{10.1111/cgf.12985}},
  volume       = {{36}},
  year         = {{2017}},
}