Distributed Ray Tracing
Transcript of Distributed Ray Tracing
Distributed Ray Tracing a stochastic sampling method
based on randomly distributed rays
over the pixel area used to reduce
aliasing effect
The random distribution of a number of rays over the pixel surface is achieved by the technique called jittering.
Distributed Ray Tracing Uses non-uniform (jittered) samples
Replacing aliasing artifacts with noise
Provides additional effects by distributing rays to sample:
Reflections and refractions
Light source area
Camera lens area
Time
Advantages DRT uses a slightly better approximation for the
illumination and reflectance integrals
The idea is based in the theory of oversampling Instead of approximating an integral by a single scalar value, the
function is point sampled and these samples are used to define a more accurate scalar value
Advantages Practical benefits:
o Gloss (fuzzy reflections)
o Translucency
o Soft shadows
o Depth of field
o Motion blur
Gloss Glossy surfaces are generated by randomly distributing
rays reflected by a surface
Instead of casting a single ray out in the reflecting direction, a packet of rays are sent out around the reflecting direction
actual value of reflectance -> statistical mean of the values returned by each of these rays
Gloss DRT can also be used to generate specular highlights
by using area light sources.
If rays that reflect off a surface hit a light source, they will add to the specular component of the surface illumination.
This can replace the specular component of the Phong model.
Translucency Achieves translucent surface by casting randomly
distributed rays in general direction of the transmitted ray from traditional ray tracing
Calculated by distributing the secondary rays about the main direction of the transmitted light
The value computed from each of these rays is then averaged to form the true translucent component.
Penumbras (Soft Shadows) Attempts to approximate soft shadows by modeling
light sources as spheres
When a point is tested to see if it is in shadow, a set of rays are cast about the projected area of the light source. The amount of light transmitted from the source to the point can be approximated by the ratio of the number of rays that hit the source to the number of rays cast.
This ratio can be used in the standard Phong lighting calculations to scale the amount of light that hits a surface.
Depth of Field Creates depth of field by placing an artificial lens in
front of the view plane
Randomly distributed rays are used to simulate the blurring of depth of field.
Depth of Field The first ray cast is assumed that the focal point of the
lens is at a fixed distance along this ray.
The rest of the rays sent out for the same pixel will be scattered about the surface of the lens. At the point of the lens they will be bent to pass through the focal point.
Points in the scene that are close to the focal point of the lens will be in sharp focus. Points closer or further away will be blurred.
Motion Blur Simulate motion blurring by distributing rays
temporally as well as spatially
Before each ray is cast, objects are translated or rotated to their correct position for that frame. The rays are then averaged afterwards to give the actual value.
Objects with the most motion will have the most blurring in the rendered image.
References http://books.google.com.ph/books?id=iJUvWG59zvkC
&pg=SA9-PA26&lpg=SA9-PA26&dq=advantage+of+distributed+ray+tracing&source=bl&ots=_2x25uhtqK&sig=3BxvBXihf6tGL7tYBDhcNt6d2mM&hl=tl&ei=Rb5zTpSjBaaeiAe4no3QDQ&sa=X&oi=book_result&ct=result&resnum=8&ved=0CGUQ6AEwBw#v=onepage&q&f=false