Combining GPU Tracing Methods within a Single Ray Query
May 12, 2023 Β· Declared Dead Β· π SIGGRAPH Asia Technical Communications
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Authors
Pieterjan Bartels, Takahiro Harada
arXiv ID
2305.07253
Category
cs.GR: Graphics
Citations
3
Venue
SIGGRAPH Asia Technical Communications
Last Checked
5 months ago
Abstract
A recent trend in real-time rendering is the utilization of the new hardware ray tracing capabilities. Often, usage of a distance field representation is proposed as an alternative when hardware ray tracing is deemed too costly, and the two are seen as competing approaches. In this work, we show that both approaches can work together effectively for a single ray query on modern hardware. We choose to use hardware ray tracing where precision is most important, while avoiding its heavy cost by using a distance field when possible. While a simple approach, in our experiments the resulting tracing algorithm overcomes the associated overhead and allows a user-defined middle ground between the performance of distance field traversal and the improved visual quality of hardware ray tracing.
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