Information

Abstract

'Ray tracing is the future and will ever be'. This was the title of the ray tracing course at SIGGRAPH 2013, which shows what an important field of research ray tracing currently is. The most important reason ray tracing or path tracing has not yet replaced rasterization are the long computation times. While ray and path tracing already have replaced rasterization for offline rendering in general, we still rarely see it in real time applications. With a lot of promising results presented in the last years we can expect ray tracing to become more popular in the next years.

In interactive applications fast response times are needed to create smooth and usable tools. Many different things influence the final rendering time, like the number of refractive and reflective objects, pixels covered by those objects and objects in general. We have developed a basic scene designing tool using ray tracing and have benchmarked different code styles and the impact of various of these parameters on the final render time. We also present a simple technique to determine which regions require re-rendering when changes are introduced to the scene, allowing to save a considerable amount of computation time.

When using scene editing designing tools, for certain features, it is usually desirable to trade artifacts, higher noise levels or reduced image quality for faster render times during interaction. In this thesis we propose different options for interactive scene designing and and our benchmark results as well as the implementation of our scene designing tool.

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BibTeX

@bachelorsthesis{Streicher-bachelor-2013,
  title =      "Interactive Scene Manipulation Techniques for Ray Tracing",
  author =     "Kevin Streicher",
  year =       "2013",
  abstract =   "'Ray tracing is the future and will ever be'. This was the
               title of the ray tracing course at SIGGRAPH 2013, which
               shows what an important field of research ray tracing
               currently is. The most important reason ray tracing or path
               tracing has not yet replaced rasterization are the long
               computation times. While ray and path tracing already have
               replaced rasterization for offline rendering in general, we
               still rarely see it in real time applications. With a lot of
               promising results presented in the last years we can expect
               ray tracing to become more popular in the next years.  In
               interactive applications fast response times are needed to
               create smooth and usable tools. Many different things
               influence the final rendering time, like the number of
               refractive and reflective objects, pixels covered by those
               objects and objects in general. We have developed a basic
               scene designing tool using ray tracing and have benchmarked
               different code styles and the impact of various of these
               parameters on the final render time. We also present a
               simple technique to determine which regions require
               re-rendering when changes are introduced to the scene,
               allowing to save a considerable amount of computation time. 
               When using scene editing designing tools, for certain
               features, it is usually desirable to trade artifacts, higher
               noise levels or reduced image quality for faster render
               times during interaction. In this thesis we propose
               different options for interactive scene designing and and
               our benchmark results as well as the implementation of our
               scene designing tool.",
  address =    "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology ",
  keywords =   "real-time, ray tracing",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2013/Streicher-bachelor-2013/",
}