A Heuristic Approach to Render Ray Tracing Effects in Real Time for First-Person Games

Detalhes bibliográficos
Autor(a) principal: Andrade, Paulo
Data de Publicação: 2014
Outros Autores: Clua, Esteban, Sabino, Thales, Forti, Fabio
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Journal on Interactive Systems
Texto Completo: https://sol.sbc.org.br/journals/index.php/jis/article/view/640
Resumo: Realistic computer graphics effects as mirror reflections, transparency, caustics and detailed shadows are hard to simulate using real time raster based rendering, since they require global illumination approaches. One option is ray trace these effects using a real-time hybrid renderer, where ray tracing and raster rendering are used together to generate the best visual experience. Unfortunately, the ray tracing stage of a hybrid renderer can be a very demanding stage, making it hard to maintain real time frame rates in virtual environments where many elements must be ray traced. This work present a heurist to select the best subset of elements to ray trace in real time, in a hybrid renderer, in order to improve the visual experience offered by an equivalent raster only render, and still maintain the real time experience. The selection process considers rendering time constraints, spatial information of the environment, previous elements selected for ray tracing and current information about the candidate elements.
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spelling A Heuristic Approach to Render Ray Tracing Effects in Real Time for First-Person GamesRealistic computer graphics effects as mirror reflections, transparency, caustics and detailed shadows are hard to simulate using real time raster based rendering, since they require global illumination approaches. One option is ray trace these effects using a real-time hybrid renderer, where ray tracing and raster rendering are used together to generate the best visual experience. Unfortunately, the ray tracing stage of a hybrid renderer can be a very demanding stage, making it hard to maintain real time frame rates in virtual environments where many elements must be ray traced. This work present a heurist to select the best subset of elements to ray trace in real time, in a hybrid renderer, in order to improve the visual experience offered by an equivalent raster only render, and still maintain the real time experience. The selection process considers rendering time constraints, spatial information of the environment, previous elements selected for ray tracing and current information about the candidate elements.Nenhum resumo disponívelBrazilian Computer Society2014-07-09info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/64010.5753/jis.2014.640Journal of Interactive Systems; v. 5 n. 1 (2014)Journal on Interactive Systems; Vol. 5 No. 1 (2014)2763-7719reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/640/635Andrade, PauloClua, EstebanSabino, ThalesForti, Fabioinfo:eu-repo/semantics/openAccess2021-12-10T18:39:27Zoai:ojs2.sol.sbc.org.br:article/640Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2021-12-10T18:39:27Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false
dc.title.none.fl_str_mv A Heuristic Approach to Render Ray Tracing Effects in Real Time for First-Person Games
title A Heuristic Approach to Render Ray Tracing Effects in Real Time for First-Person Games
spellingShingle A Heuristic Approach to Render Ray Tracing Effects in Real Time for First-Person Games
Andrade, Paulo
title_short A Heuristic Approach to Render Ray Tracing Effects in Real Time for First-Person Games
title_full A Heuristic Approach to Render Ray Tracing Effects in Real Time for First-Person Games
title_fullStr A Heuristic Approach to Render Ray Tracing Effects in Real Time for First-Person Games
title_full_unstemmed A Heuristic Approach to Render Ray Tracing Effects in Real Time for First-Person Games
title_sort A Heuristic Approach to Render Ray Tracing Effects in Real Time for First-Person Games
author Andrade, Paulo
author_facet Andrade, Paulo
Clua, Esteban
Sabino, Thales
Forti, Fabio
author_role author
author2 Clua, Esteban
Sabino, Thales
Forti, Fabio
author2_role author
author
author
dc.contributor.author.fl_str_mv Andrade, Paulo
Clua, Esteban
Sabino, Thales
Forti, Fabio
description Realistic computer graphics effects as mirror reflections, transparency, caustics and detailed shadows are hard to simulate using real time raster based rendering, since they require global illumination approaches. One option is ray trace these effects using a real-time hybrid renderer, where ray tracing and raster rendering are used together to generate the best visual experience. Unfortunately, the ray tracing stage of a hybrid renderer can be a very demanding stage, making it hard to maintain real time frame rates in virtual environments where many elements must be ray traced. This work present a heurist to select the best subset of elements to ray trace in real time, in a hybrid renderer, in order to improve the visual experience offered by an equivalent raster only render, and still maintain the real time experience. The selection process considers rendering time constraints, spatial information of the environment, previous elements selected for ray tracing and current information about the candidate elements.
publishDate 2014
dc.date.none.fl_str_mv 2014-07-09
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/640
10.5753/jis.2014.640
url https://sol.sbc.org.br/journals/index.php/jis/article/view/640
identifier_str_mv 10.5753/jis.2014.640
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/640/635
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Brazilian Computer Society
publisher.none.fl_str_mv Brazilian Computer Society
dc.source.none.fl_str_mv Journal of Interactive Systems; v. 5 n. 1 (2014)
Journal on Interactive Systems; Vol. 5 No. 1 (2014)
2763-7719
reponame:Journal on Interactive Systems
instname:Sociedade Brasileira de Computação (SBC)
instacron:SBC
instname_str Sociedade Brasileira de Computação (SBC)
instacron_str SBC
institution SBC
reponame_str Journal on Interactive Systems
collection Journal on Interactive Systems
repository.name.fl_str_mv Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)
repository.mail.fl_str_mv jis@sbc.org.br
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