Evaluating the Use of Proxy Geometry for RTX-based Ray Traced Diffuse Global Illumination
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Typ
Examensarbete för masterexamen
Program
Publicerad
2020
Författare
Moos, Simon
Modellbyggare
Tidskriftstitel
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Sammanfattning
Diffuse global illumination is vital for photorealistic rendering, but accurately evaluating
it is computationally expensive and usually involves ray tracing. Ray tracing
has often been considered prohibitively expensive for real-time rendering, but with
the new RTX technology it can be done many times faster than what was previously
possible. While ray tracing is now faster, ray traced diffuse global illumination is
still relatively slow on GPUs, and we see the potential of improving performance on
the application-level.
We examine how well proxy geometry can work for RTX-based, ray traced diffuse
global illumination, in terms of rendering time and visual error. Three different
types of proxy geometry are tested—simplified triangle meshes, sphere sets, and
voxel planes—to evaluate whether it is possible to get faster rendering without
introducing significant visual error. We also identify a few requirements that such
proxy geometry should fulfill.
We find that it is possible to achieve faster rendering times with relatively small errors
using proxy geometry. While all proxy types demonstrate different performance
and error characteristics, for all evaluated scenes we find that there is a simplified
triangle mesh proxy with lower errors than all other types, which is also faster to
render than the reference. This cannot be said for any of the other proxy types.
Beskrivning
Ämne/nyckelord
computer graphics , rendering , real-time ray tracing , global illumination , diffuse global illumination , proxy geometry , rtx