Hybrid Ray-Traced Reflections in Real-Time : in OpenGL 4.3

Context. Reaching photo realistic results when rendering 3D graphics in real-time is a hard computational task. Ray-tracing gives results close to this but is too expensive to be run at real-time frame rates. On the other hand rasterized methods such as deferred rendering are able to keep the tight...

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Main Author: Frid Kastrati, Mattias
Format: Others
Language:English
Published: Blekinge Tekniska Högskola, Institutionen för kreativa teknologier 2015
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10427
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spelling ndltd-UPSALLA1-oai-DiVA.org-bth-104272018-01-12T05:10:39ZHybrid Ray-Traced Reflections in Real-Time : in OpenGL 4.3engFrid Kastrati, MattiasBlekinge Tekniska Högskola, Institutionen för kreativa teknologier2015rasterized ray-tracingdeferred shadingdynamic scenesselective hybrid methodComputer SciencesDatavetenskap (datalogi)Context. Reaching photo realistic results when rendering 3D graphics in real-time is a hard computational task. Ray-tracing gives results close to this but is too expensive to be run at real-time frame rates. On the other hand rasterized methods such as deferred rendering are able to keep the tight time constraints with the support of modern hardware. Objectives. The basic objective is to merge deferred rendering and ray-tracing into one rasterized pipeline for dynamic scenes. In the thesis the proposed method is explained and compared to the methods it merges. Image quality, execution time and VRAM usage impact are investigated. Methods. The proposed method uses deferred rendering to render the result of the primary rays. Some pixels are marked, based on material properties for further rendering with ray-tracing. Only reflections are presented in the thesis but it has been proven that other global illumination effects can be implemented in the ray-tracing framework used. Results and Conclusions. The hybrid method is proved through experiments to be between 2.49 to 4.19 times faster than pure ray-tracing in the proposed pipeline. For smaller scenes it can be run at frame rates close to real-time, but, for larger scenes such as the Crytek Sponza scene the real-time feeling is lost. However, interactivity is never lost. It is also proved that a simple adjustment to the original framework can save almost 2/3 of the memory spent on A-buffers. Image comparisons prove that the technique can compete with offline ray tracers in terms of image quality. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:bth-10427application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic rasterized ray-tracing
deferred shading
dynamic scenes
selective hybrid method
Computer Sciences
Datavetenskap (datalogi)
spellingShingle rasterized ray-tracing
deferred shading
dynamic scenes
selective hybrid method
Computer Sciences
Datavetenskap (datalogi)
Frid Kastrati, Mattias
Hybrid Ray-Traced Reflections in Real-Time : in OpenGL 4.3
description Context. Reaching photo realistic results when rendering 3D graphics in real-time is a hard computational task. Ray-tracing gives results close to this but is too expensive to be run at real-time frame rates. On the other hand rasterized methods such as deferred rendering are able to keep the tight time constraints with the support of modern hardware. Objectives. The basic objective is to merge deferred rendering and ray-tracing into one rasterized pipeline for dynamic scenes. In the thesis the proposed method is explained and compared to the methods it merges. Image quality, execution time and VRAM usage impact are investigated. Methods. The proposed method uses deferred rendering to render the result of the primary rays. Some pixels are marked, based on material properties for further rendering with ray-tracing. Only reflections are presented in the thesis but it has been proven that other global illumination effects can be implemented in the ray-tracing framework used. Results and Conclusions. The hybrid method is proved through experiments to be between 2.49 to 4.19 times faster than pure ray-tracing in the proposed pipeline. For smaller scenes it can be run at frame rates close to real-time, but, for larger scenes such as the Crytek Sponza scene the real-time feeling is lost. However, interactivity is never lost. It is also proved that a simple adjustment to the original framework can save almost 2/3 of the memory spent on A-buffers. Image comparisons prove that the technique can compete with offline ray tracers in terms of image quality.
author Frid Kastrati, Mattias
author_facet Frid Kastrati, Mattias
author_sort Frid Kastrati, Mattias
title Hybrid Ray-Traced Reflections in Real-Time : in OpenGL 4.3
title_short Hybrid Ray-Traced Reflections in Real-Time : in OpenGL 4.3
title_full Hybrid Ray-Traced Reflections in Real-Time : in OpenGL 4.3
title_fullStr Hybrid Ray-Traced Reflections in Real-Time : in OpenGL 4.3
title_full_unstemmed Hybrid Ray-Traced Reflections in Real-Time : in OpenGL 4.3
title_sort hybrid ray-traced reflections in real-time : in opengl 4.3
publisher Blekinge Tekniska Högskola, Institutionen för kreativa teknologier
publishDate 2015
url http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10427
work_keys_str_mv AT fridkastratimattias hybridraytracedreflectionsinrealtimeinopengl43
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