Comparison of Acceleration Data Structures for High Quality Fast Reflections of Static and Deformable Models in Walkthrough Animations

Detalhes bibliográficos
Autor(a) principal: Macedo, Daniel V
Data de Publicação: 2016
Outros Autores: Rodrigues, Maria Andréia F
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/667
Resumo: In order to render realistic images, the reflectance of surfaces must be simulated accurately. Generally, the ray tracing rendering technique is used to make a material reflect its surroundings, since it represents with great fidelity the behavior of light. However, ray tracing is still a very costly algorithm, so far mostly indicated in offline rendering scenarios. This situation is even more challenging for scenes containing 3D deformable meshes, since their geometry and, thus, the acceleration structures used, need to be updated in each frame of the animation. In this paper, we present an extended version of our hybrid algorithm that combines rasterization and a pure ray tracing through the NVIDIA OptiX to render high quality fast reflections, including scenes with deformable models. Additionally, we analyze and compare the performances of different NVIDIA OptiX acceleration data structures for generating reflections of static and deformable models in walkthrough animations. The results show that NVIDIA OptiX acceleration structures reach high frames per second for static objects. However, there is a performance decay in terms of frames per second when dealing with deformable models, since it becomes necessary to update the acceleration structures to cope with changing geometry, but even under these restrictions, we were able to achieve interactive frame rates.
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spelling Comparison of Acceleration Data Structures for High Quality Fast Reflections of Static and Deformable Models in Walkthrough AnimationsIn order to render realistic images, the reflectance of surfaces must be simulated accurately. Generally, the ray tracing rendering technique is used to make a material reflect its surroundings, since it represents with great fidelity the behavior of light. However, ray tracing is still a very costly algorithm, so far mostly indicated in offline rendering scenarios. This situation is even more challenging for scenes containing 3D deformable meshes, since their geometry and, thus, the acceleration structures used, need to be updated in each frame of the animation. In this paper, we present an extended version of our hybrid algorithm that combines rasterization and a pure ray tracing through the NVIDIA OptiX to render high quality fast reflections, including scenes with deformable models. Additionally, we analyze and compare the performances of different NVIDIA OptiX acceleration data structures for generating reflections of static and deformable models in walkthrough animations. The results show that NVIDIA OptiX acceleration structures reach high frames per second for static objects. However, there is a performance decay in terms of frames per second when dealing with deformable models, since it becomes necessary to update the acceleration structures to cope with changing geometry, but even under these restrictions, we were able to achieve interactive frame rates.Nenhum resumo disponívelBrazilian Computer Society2016-11-18info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/66710.5753/jis.2016.667Journal of Interactive Systems; v. 7 n. 1 (2016)Journal on Interactive Systems; Vol. 7 No. 1 (2016)2763-7719reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/667/662Macedo, Daniel VRodrigues, Maria Andréia Finfo:eu-repo/semantics/openAccess2020-09-05T16:09:10Zoai:ojs2.sol.sbc.org.br:article/667Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2020-09-05T16:09:10Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false
dc.title.none.fl_str_mv Comparison of Acceleration Data Structures for High Quality Fast Reflections of Static and Deformable Models in Walkthrough Animations
title Comparison of Acceleration Data Structures for High Quality Fast Reflections of Static and Deformable Models in Walkthrough Animations
spellingShingle Comparison of Acceleration Data Structures for High Quality Fast Reflections of Static and Deformable Models in Walkthrough Animations
Macedo, Daniel V
title_short Comparison of Acceleration Data Structures for High Quality Fast Reflections of Static and Deformable Models in Walkthrough Animations
title_full Comparison of Acceleration Data Structures for High Quality Fast Reflections of Static and Deformable Models in Walkthrough Animations
title_fullStr Comparison of Acceleration Data Structures for High Quality Fast Reflections of Static and Deformable Models in Walkthrough Animations
title_full_unstemmed Comparison of Acceleration Data Structures for High Quality Fast Reflections of Static and Deformable Models in Walkthrough Animations
title_sort Comparison of Acceleration Data Structures for High Quality Fast Reflections of Static and Deformable Models in Walkthrough Animations
author Macedo, Daniel V
author_facet Macedo, Daniel V
Rodrigues, Maria Andréia F
author_role author
author2 Rodrigues, Maria Andréia F
author2_role author
dc.contributor.author.fl_str_mv Macedo, Daniel V
Rodrigues, Maria Andréia F
description In order to render realistic images, the reflectance of surfaces must be simulated accurately. Generally, the ray tracing rendering technique is used to make a material reflect its surroundings, since it represents with great fidelity the behavior of light. However, ray tracing is still a very costly algorithm, so far mostly indicated in offline rendering scenarios. This situation is even more challenging for scenes containing 3D deformable meshes, since their geometry and, thus, the acceleration structures used, need to be updated in each frame of the animation. In this paper, we present an extended version of our hybrid algorithm that combines rasterization and a pure ray tracing through the NVIDIA OptiX to render high quality fast reflections, including scenes with deformable models. Additionally, we analyze and compare the performances of different NVIDIA OptiX acceleration data structures for generating reflections of static and deformable models in walkthrough animations. The results show that NVIDIA OptiX acceleration structures reach high frames per second for static objects. However, there is a performance decay in terms of frames per second when dealing with deformable models, since it becomes necessary to update the acceleration structures to cope with changing geometry, but even under these restrictions, we were able to achieve interactive frame rates.
publishDate 2016
dc.date.none.fl_str_mv 2016-11-18
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/667
10.5753/jis.2016.667
url https://sol.sbc.org.br/journals/index.php/jis/article/view/667
identifier_str_mv 10.5753/jis.2016.667
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/667/662
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. 7 n. 1 (2016)
Journal on Interactive Systems; Vol. 7 No. 1 (2016)
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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