Figure 1: Dynamic scenes ray traced using parallel fast construction of kd-tree. The scenes were rendered with shadows, 1 reflection (except HAND) and textures at 512x512 resolution on a 2-way Intel R Core TM 2 Duo machine. a) HAND-a static model of a man with a dynamic hand; 47K static and 8K dynamic triangles; 2 lights; 46.5 FPS. b) GOBLIN-a static model… (More)
We propose new approaches to ray tracing that greatly reduce the required number of operations while strictly preserving the geometrical correctness of the solution. A hierarchical "beam" structure serves as a proxy for a collection of rays. It is tested against a kd-tree representing the overall scene in order to discard from consideration the sub-set of… (More)
We present an algorithm for determining if a ray intersects a triangle interior; and computing intersection point parameters as well as distance of intersection in response to the ray intersecting a triangle interior. Particularly a variation of a hybrid test having all benefits of Plücker and projected barycentric tests is proposed. The test is also… (More)
We present a study of the system implications of various aspects of the classic Ray Tracing algorithm. We show how these algorithms can be modified to yield the highest performance on any given system, and present some of the results that we obtained.
Game physics is at the heart of any modern game engine which employs the laws of physics to simulate lifelike movement and interaction between objects, such as rigid and deformable bodies, cloth, and water. Game physics applications are very compute and memory intensive. The ever growing quest for a high degree of realism requires more complex physics… (More)
Rendering a polygonal surface with Phong normal interpolation allows shading to appear as it would for a true curved surface while maintaining the efficiency and simplicity of coarse polygonal geometry. However, this approximation fails in certain situations, especially for grazing viewing directions. Well-known problems include physically impossible… (More)
Most modern games use deferred shading, in which shading is performed only for visible pixels, allowing greater artistic freedom in scene composing and lighting. However, traditional antialiasing techniques, such as super-sampling and multi-sampling, are not well-suited for deferred shading pipeline, since all subsamples have to be explicitly written to… (More)