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Distributed Ray Tracer

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Like raytracing, calculate light bounces with vector ... Same exact method as glossy reflections except with refracted rays instead of reflected rays ... – PowerPoint PPT presentation

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Title: Distributed Ray Tracer


1
Distributed Ray Tracer
  • Watkinson and Woodring

2
What is distributed ray tracing?
  • Like raytracing, calculate light bounces with
    vector calculations to get shadows, reflections,
    refractions, etc.
  • Sample over time and space to reduce aliasing and
    reconstruct the function the image is supposed to
    represent
  • Binary operations, like nearest neighbor
    textures, produce aliasing, so can things like
    shadow in non-distributed ray tracing is it in
    the shadow or not in the shadow?

3
Steps
  • Supersample for each pixel
  • Sample over time
  • Sample over pixel
  • Sample over lens
  • Raytrace
  • Sample over light
  • Sample over reflections
  • Sample over refractions

4
Whats in our raytracer?
  • No distributed raytracing or
  • Antialiasing
  • Soft Shadows (not best method)
  • Gloss Reflections
  • Blurry Translucency
  • Depth of Field
  • Motion Blur (toggle-able)

5
Antialiasing
  • Jitter over the pixel
  • Sample the colors and take the average color
  • A function produces the jitter given a step size
    and side of a square

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Soft Shadows
  • Importance cone sampling over the area light
  • Find the plane the normal makes, pick a point in
    the plane, setup coordinate axes, and find a
    normally distributed point in the square from the
    center
  • Pi/32 half cone angle for light sampling
  • Not exactly best, should be sampling over the
    area the light takes up- pick a point in the area
    and see if it can see the object

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Gloss Reflections
  • Importance cone sampling from reflected rays
  • Same methodology as light sampling for soft
    shadows
  • User input cone half angles for sampling

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Blurry Translucency
  • Same exact method as glossy reflections except
    with refracted rays instead of reflected rays

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Depth of Field
  • Sample over the lens, just like sampling over the
    pixel
  • Square lens, so recycle the jitter function
  • The lens is located at the origin before
    transformation and the focal point is located
    somewhere down the view vector

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Motion Blur
  • Toggle-able motion blur, because we have to
    interpolate motion at every step and retransform
    objects, can get expensive
  • Jitter the frame time then interpolate position
    of the object

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Miscellany
  • Image plane divided up into 32 segments and
    distributed across 32 processors
  • Introduced faster intersection tests for spheres
    and polygons
  • Had to read in two frames, only linear
    interpolation in motion
  • Implemented area lights to support soft shadows
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