Sorted Deferred Shading for Production Path Tracing
Autor: | Gregory Nichols, Brent Burley, Andrew Selle, Christian Eisenacher |
---|---|
Rok vydání: | 2013 |
Předmět: |
Hardware_MEMORYSTRUCTURES
Deferred shading Computer science Global illumination Computer graphics (images) Path tracing ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION Radiosity (computer graphics) Shading Parallel computing Computer Graphics and Computer-Aided Design ComputingMethodologies_COMPUTERGRAPHICS Rendering (computer graphics) |
Zdroj: | Computer Graphics Forum. 32:125-132 |
ISSN: | 0167-7055 |
DOI: | 10.1111/cgf.12158 |
Popis: | Ray-traced global illumination (GI) is becoming widespread in production rendering but incoherent secondary ray traversal limits practical rendering to scenes that fit in memory. Incoherent shading also leads to intractable performance with production-scale textures forcing renderers to resort to caching of irradiance, radiosity, and other values to amortize expensive shading. Unfortunately, such caching strategies complicate artist workflow, are difficult to parallelize effectively, and contend for precious memory. Worse, these caches involve approximations that compromise quality. In this paper, we introduce a novel path-tracing framework that avoids these tradeoffs. We sort large, potentially out-of-core ray batches to ensure coherence of ray traversal. We then defer shading of ray hits until we have sorted them, achieving perfectly coherent shading and avoiding the need for shading caches. |
Databáze: | OpenAIRE |
Externí odkaz: | |
Nepřihlášeným uživatelům se plný text nezobrazuje | K zobrazení výsledku je třeba se přihlásit. |