The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
An improved illumination model for shaded display
Communications of the ACM
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
GPU-accelerated high-quality hidden surface removal
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Real-time Reyes-style adaptive surface subdivision
ACM SIGGRAPH Asia 2008 papers
Data-parallel rasterization of micropolygons with defocus and motion blur
Proceedings of the Conference on High Performance Graphics 2009
DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering
ACM SIGGRAPH Asia 2009 papers
RenderAnts: interactive Reyes rendering on GPUs
ACM SIGGRAPH Asia 2009 papers
Micropolygon ray tracing with defocus and motion blur
ACM SIGGRAPH 2010 papers
OptiX: a general purpose ray tracing engine
ACM SIGGRAPH 2010 papers
Reducing shading on GPUs using quad-fragment merging
ACM SIGGRAPH 2010 papers
A lazy object-space shading architecture with decoupled sampling
Proceedings of the Conference on High Performance Graphics
Decoupled sampling for graphics pipelines
ACM Transactions on Graphics (TOG)
Animating bubble interactions in a liquid foam
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
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We present a shading reuse method for micropolygon ray tracing. Unlike previous shading reuse methods that require an explicit object-to-image space mapping for shading density estimation or shading accuracy, our method performs shading density control and actual shading reuse in different spaces with uncorrelated criterions. Specifically, we generate the shading points by shooting a user-controlled number of shading rays from the image space, while the evaluated shading values are assigned to antialiasing samples through object-space nearest neighbor searches. Shading samples are generated in separate layers corresponding to first bounce ray paths to reduce spurious reuse from very different ray paths. This method eliminates the necessity of an explicit object-to-image space mapping, enabling the elegant handling of ray tracing effects such as reflection and refraction. The overhead of our shading reuse operations is minimized by a highly parallel implementation on the GPU. Compared to the state-of-the-art micropolygon ray tracing algorithm, our method is able to reduce the required shading evaluations by an order of magnitude and achieve significant performance gains.