Real-Time Ray Traced Global Illumination using Fast Sphere Intersection Approximation for Dynamic Objects

Realistic lighting models are an important component of modern computer generated, interactive 3D applications. One of the more difficult to emulate aspects of real-world lighting is the concept of indirect lighting, often referred to as global illumination in computer graphics. Balancing speed and...

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Main Author: Garmsen, Reed Phillip
Format: Others
Published: DigitalCommons@CalPoly 2019
Subjects:
Online Access:https://digitalcommons.calpoly.edu/theses/1970
https://digitalcommons.calpoly.edu/cgi/viewcontent.cgi?article=3383&context=theses
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spelling ndltd-CALPOLY-oai-digitalcommons.calpoly.edu-theses-33832021-08-20T05:02:41Z Real-Time Ray Traced Global Illumination using Fast Sphere Intersection Approximation for Dynamic Objects Garmsen, Reed Phillip Realistic lighting models are an important component of modern computer generated, interactive 3D applications. One of the more difficult to emulate aspects of real-world lighting is the concept of indirect lighting, often referred to as global illumination in computer graphics. Balancing speed and accuracy requires carefully considered trade-offs to achieve plausible results and acceptable framerates. We present a novel technique of supporting global illumination within the constraints of the new DirectX Raytracing (DXR) API used with DirectX 12. By pre-computing spherical textures to approximate the diffuse color of dynamic objects, we build a smaller set of approximate geometry used for second bounce lighting calculations for diffuse light rays. This speeds up both the necessary intersection tests and the amount of geometry that needs to be updated within the GPU's acceleration structure. Our results show that our approach for diffuse bounced light is faster than using the conservative mesh for triangle-ray intersection in some cases. Since we are using this technique for diffuse bounced light the lower resolution of the spheres is close to the quality of traditional raytracing techniques for most materials. 2019-02-01T08:00:00Z text application/pdf https://digitalcommons.calpoly.edu/theses/1970 https://digitalcommons.calpoly.edu/cgi/viewcontent.cgi?article=3383&context=theses Master's Theses DigitalCommons@CalPoly Graphics and Human Computer Interfaces
collection NDLTD
format Others
sources NDLTD
topic Graphics and Human Computer Interfaces
spellingShingle Graphics and Human Computer Interfaces
Garmsen, Reed Phillip
Real-Time Ray Traced Global Illumination using Fast Sphere Intersection Approximation for Dynamic Objects
description Realistic lighting models are an important component of modern computer generated, interactive 3D applications. One of the more difficult to emulate aspects of real-world lighting is the concept of indirect lighting, often referred to as global illumination in computer graphics. Balancing speed and accuracy requires carefully considered trade-offs to achieve plausible results and acceptable framerates. We present a novel technique of supporting global illumination within the constraints of the new DirectX Raytracing (DXR) API used with DirectX 12. By pre-computing spherical textures to approximate the diffuse color of dynamic objects, we build a smaller set of approximate geometry used for second bounce lighting calculations for diffuse light rays. This speeds up both the necessary intersection tests and the amount of geometry that needs to be updated within the GPU's acceleration structure. Our results show that our approach for diffuse bounced light is faster than using the conservative mesh for triangle-ray intersection in some cases. Since we are using this technique for diffuse bounced light the lower resolution of the spheres is close to the quality of traditional raytracing techniques for most materials.
author Garmsen, Reed Phillip
author_facet Garmsen, Reed Phillip
author_sort Garmsen, Reed Phillip
title Real-Time Ray Traced Global Illumination using Fast Sphere Intersection Approximation for Dynamic Objects
title_short Real-Time Ray Traced Global Illumination using Fast Sphere Intersection Approximation for Dynamic Objects
title_full Real-Time Ray Traced Global Illumination using Fast Sphere Intersection Approximation for Dynamic Objects
title_fullStr Real-Time Ray Traced Global Illumination using Fast Sphere Intersection Approximation for Dynamic Objects
title_full_unstemmed Real-Time Ray Traced Global Illumination using Fast Sphere Intersection Approximation for Dynamic Objects
title_sort real-time ray traced global illumination using fast sphere intersection approximation for dynamic objects
publisher DigitalCommons@CalPoly
publishDate 2019
url https://digitalcommons.calpoly.edu/theses/1970
https://digitalcommons.calpoly.edu/cgi/viewcontent.cgi?article=3383&context=theses
work_keys_str_mv AT garmsenreedphillip realtimeraytracedglobalilluminationusingfastsphereintersectionapproximationfordynamicobjects
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