Author/Authors :
Per H.Christensen، نويسنده , , David M.Laur، نويسنده , , JuliaFong، نويسنده , , Wayne L.Wooten ، نويسنده , , DanaBatali، نويسنده ,
Abstract :
When rendering only directly visible objects, ray tracing a few levels of specular reflection from large, lowcurvature
surfaces, and ray tracing shadows from point-like light sources, the accessed geometry is coherent
and a geometry cache performs well. But in many other cases, the accessed geometry is incoherent and a standard
geometry cache performs poorly: ray tracing of specular reflection from highly curved surfaces, tracing rays that
are many reflection levels deep, and distribution ray tracing for wide glossy reflection, global illumination, wide
soft shadows, and ambient occlusion. Fortunately, less geometric accuracy is necessary in the incoherent cases.
This observation can be formalized by looking at the ray differentials for different types of scattering: coherent
rays have small differentials, while incoherent rays have large differentials. We utilize this observation to obtain
efficient multiresolution caching of geometry and textures (including displacement maps) for classic and distribution
ray tracing in complex scenes. We use an existing multiresolution caching scheme (originally developed for
scanline rendering) for textures and displacement maps, and introduce a multiresolution geometry caching scheme
for tessellated surfaces. The multiresolution geometry caching scheme makes it possible to efficiently render scenes
that, if fully tessellated, would use 100 times more memory than the geometry cache size.