Comparison of Acceleration Data Structures for High Quality Fast Reflections of Static and Deformable Models in Walkthrough Animations
Autor(a) principal: | |
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Data de Publicação: | 2016 |
Outros Autores: | |
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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Journal on Interactive Systems |
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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 |
_version_ |
1796797410988523520 |