Graphics Reference
In-Depth Information
2
VI
Object-Order Ray Tracing
for Fully Dynamic Scenes
Tobias Zirr, Hauke Rehfeld,
and Carsten Dachsbacher
2.1 Introduction
This chapter presents a method for tracing incoherent secondary rays that in-
tegrates well with existing rasterization-based real-time rendering engines. (See
Figure 2.1.) In particular, it requires only linear scene access and supports fully
dynamic scene geometry. All parts of the method that work with scene geometry
are implemented in the standard graphics pipeline. Thus, the ability to generate,
transform, and animate geometry via shaders is fully retained. Our method does
not distinguish between static and dynamic geometry.
Figure 2.1. Arbitrary reflection rays traced using our method.
 
 
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