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Subject: Computer Science
Title:
non-linear beam tracing on a gpu
Author: Liu Baoquan ; Wei Li-Yi ; Yang Xu ; Ma Chongyang ; Xu Ying-Qing ; Guo Baining ; Wu Enhua
Keyword: nonlinear beam tracing ; real-time rendering ; GPU techniques ; reflection ; refraction
Source: COMPUTER GRAPHICS FORUM
Issued Date: 2011
Volume: 30, Issue:8, Pages:2156-2169
Indexed Type: SCI
Department: Liu Baoquan Univ Bedfordshire Luton Beds England. Liu Baoquan; Wu Enhua Chinese Acad Sci Inst Software State Key Lab Comp Sci Beijing 100864 Peoples R China. Ma Chongyang; Guo Baining Tsinghua Univ Beijing Peoples R China. Wu Enhua Univ Macau Macao Peoples R China.
Sponsorship: National 973 Research Grant2009CB320802; NSFC60833007; Marie Curie project GAMVolVisFP7-PEOPLE-IIF-2008-236120
Abstract: Beam tracing combines the flexibility of ray tracing and the speed of polygon rasterization. However, beam tracing so far only handles linear transformations; thus, it is only applicable to linear effects such as planar mirror reflections but not to non-linear effects such as curved mirror reflection, refraction, caustics and shadows. In this paper, we introduce non-linear beam tracing to render these non-linear effects. Non-linear beam tracing is highly challenging because commodity graphics hardware supports only linear vertex transformation and triangle rasterization. We overcome this difficulty by designing a non-linear graphics pipeline and implementing it on top of a commodity GPU. This allows beams to be non-linear where rays within the same beam do not have to be parallel or intersect at a single point. Using these non-linear beams, real-time GPU applications can render secondary rays via polygon streaming similar to how they render primary rays. A major strength of this methodology is that it naturally supports fully dynamic scenes without the need to pre-store a scene database. Utilizing our approach, non-linear ray tracing effects can be rendered in real-time on a commodity GPU under a unified framework.
English Abstract: Beam tracing combines the flexibility of ray tracing and the speed of polygon rasterization. However, beam tracing so far only handles linear transformations; thus, it is only applicable to linear effects such as planar mirror reflections but not to non-linear effects such as curved mirror reflection, refraction, caustics and shadows. In this paper, we introduce non-linear beam tracing to render these non-linear effects. Non-linear beam tracing is highly challenging because commodity graphics hardware supports only linear vertex transformation and triangle rasterization. We overcome this difficulty by designing a non-linear graphics pipeline and implementing it on top of a commodity GPU. This allows beams to be non-linear where rays within the same beam do not have to be parallel or intersect at a single point. Using these non-linear beams, real-time GPU applications can render secondary rays via polygon streaming similar to how they render primary rays. A major strength of this methodology is that it naturally supports fully dynamic scenes without the need to pre-store a scene database. Utilizing our approach, non-linear ray tracing effects can be rendered in real-time on a commodity GPU under a unified framework.
Language: 英语
WOS ID: WOS:000297317200002
Citation statistics:
Content Type: 期刊论文
URI: http://ir.iscas.ac.cn/handle/311060/16140
Appears in Collections:软件所图书馆_期刊论文

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Recommended Citation:
Liu Baoquan,Wei Li-Yi,Yang Xu,et al. non-linear beam tracing on a gpu[J]. COMPUTER GRAPHICS FORUM,2011-01-01,30(8):2156-2169.
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