A survey of ray tracing acceleration techniques
An introduction to ray tracing
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Temporally coherent conservative visibility (extended abstract)
Proceedings of the twelfth annual symposium on Computational geometry
An image-based approach to three-dimensional computer graphics
An image-based approach to three-dimensional computer graphics
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
Generating Exact Ray-Traced Animation Frames by Reprojection
IEEE Computer Graphics and Applications
Tapestry: A Dynamic Mesh-based Display Representation for Interactive Rendering
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Frustum Casting for Progressive, Interactive Rendering
Frustum Casting for Progressive, Interactive Rendering
A Spacially and Temporally Coherent Object Space Visibility Algorithm
A Spacially and Temporally Coherent Object Space Visibility Algorithm
A Dynamic Mesh Display Representation for the Holodeck Ray Cache System
A Dynamic Mesh Display Representation for the Holodeck Ray Cache System
Postrendering 3d image warping: visibility, reconstruction, and performance for depth-image warping
Postrendering 3d image warping: visibility, reconstruction, and performance for depth-image warping
Accelerating volume animation by space-leaping
VIS '93 Proceedings of the 4th conference on Visualization '93
Interactive rendering using the render cache
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Technical Section: Efficient reuse of paths for random walk radiosity
Computers and Graphics
Dynamic sound rendering based on ray-caching
PCM'07 Proceedings of the multimedia 8th Pacific Rim conference on Advances in multimedia information processing
Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
Pixel-correct shadow maps with temporal reprojection and shadow test confidence
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum
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We present a technique that aims at exploiting temporal coherence of ray casted walkthroughs. Our goal is to reuse ray/object inter sections computed in the last frame of the walkthrough for acceleration of ray casting in the current frame. In particular we aim at eliminating the ray traversal and computing only a single ray/object intersection per pixel. If our technique does not succeed in determining visibility, it falls back to the classical ray traversal. Visible point samples from the last frame are reprojected to the current frame. To identify whether these samples can be reused we apply splatting and epipolar geometry constraints. We discuss two additional techniques that handle correct appearance of small objects. We conducted a series of tests on walkthroughs of building interiors. Our method succeeded in determining visibility of more than 78% of pixels. For these pixels only a single ray/object intersection is executed. The frame rate is increased by up to 47%. Finally, we argue that the achieved speedup is relatively significant by comparing the performance of our algorithm to the "ideal" ray shooting algorithm.