Featured image of post 3D Graphics: Accelerated RayTracing

3D Graphics: Accelerated RayTracing

Acceleration Techniques for RayTracing

Tatics that enhanced and accelerated raytracing

Anti-Aliasing

Aliasing is when the change between pixels is too sudden to be realistic to the image, creating a unrealistic image. In raytracing this can happen when not enough rays are sampled for a pixel. alias

Super Sampling

Aliasing occurs when the sampling (i.e. shooting rays) is down too far apart, leading to certain areas of a pixel which could have a different value not being sampled

Adaptive Sampling

The basic idea of adaptive sampling is to add more sample points (rays) in areas that show indications of inbetween values not being sampled

supersampling

Distribution Raycasting

Instead of adding more rays to get the correct sample, we can use a distribution (specifically the poisson distribution) to determine the best place on the pixel to sample our ray

Acceleration

Ray-Polyhedron Intersection

There are many ways to handle intersection with triangle based objects

Bounding Volume

You can using a bounding volume to determine if you are touching an object. This allows you to use primitives to determine intersection while costing accuracy

Bounding Voluming Hierarchy

Instead of only giving the overall object a bounding volume, you can do a hierarichal tree of boudning volumes that also seperate pieces of the objects in volumes

dragon

bounding

Spatial Subdivision

Uniform

The idea of spatial subdivision is to divide the world space into cells uniformally and tying objects to the cells it overlaps uniformSpace

Non-Uniform

As the name suggests, it’s the same idea of the uniform method but with the cells being non-uniformally subdivided nonUniformSpace

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