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Rendering transparent objects with caustics using real-time ray tracing
Computers & Graphics ( IF 2.5 ) Pub Date : 2021-03-23 , DOI: 10.1016/j.cag.2021.03.003
Xin Wang , Risong Zhang

After the release of the NVIDIA RTX platform, ray tracing methods are available in real-time rendering and improves the render quality. Therefore, realistic results can be produced in real time by combining ray tracing with rasterization techniques. However, rendering transparent objects with roughness and caustics in real time is still a challenge. We focus on these points and propose a model to render transparent objects based on real-time ray tracing. The model consists of two parts: Iterative Ray Tracing Transparency (IRTT) and Light Half Path Caustics (LHPC). IRTT approximates accurate reflections and refractions by tracing rays, computes volumetric absorption using the length that a ray propagates inside a transparent object, and simulates the rough transparency by bending the normal vector. Meanwhile, LHPC approximates caustics with a method named Local Light Tracing (LLT), where the main task is finding the point of incidence by tracing rays in the direction of the light source. After, a denoiser assisted by a distribution method is applied to suppress the noise. In the experiments, we design a combined pipeline and compare it with our model in terms of performance and render quality. In addition, our results are also compared with rasterization techniques. The experimental results reveal that our model improves the quality of the rendered image and offers a playable framerate.



中文翻译:

使用实时光线跟踪使用焦散渲染透明对象

NVIDIA RTX平台发布后,可以在实时渲染中使用光线跟踪方法,从而提高了渲染质量。因此,通过将光线跟踪与光栅化技术结合使用,可以实时产生逼真的结果。但是,实时渲染具有粗糙度和腐蚀性的透明对象仍然是一个挑战。我们将重点放在这些点上,并提出一个基于实时光线跟踪渲染透明对象的模型。该模型由两部分组成:迭代射线跟踪透明度(IRTT)和半光路焦散(LHPC)。IRTT通过跟踪光线来近似精确的反射和折射,使用光线在透明对象内部传播的长度来计算体积吸收,并通过弯曲法线矢量来模拟粗糙的透明度。同时,LHPC通过一种称为局部光跟踪(LLT)的方法来近似焦散,其中主要任务是通过沿光源方向跟踪光线来找到入射点。之后,应用通过分配方法辅助的降噪器来抑制噪声。在实验中,我们设计了一个组合管道,并在性能和渲染质量方面将其与我们的模型进行比较。此外,我们的结果还与栅格化技术进行了比较。实验结果表明,我们的模型提高了渲染图像的质量并提供了可播放的帧速率。我们设计了一个组合管道,并在性能和渲染质量方面将其与我们的模型进行了比较。此外,我们的结果还与栅格化技术进行了比较。实验结果表明,我们的模型提高了渲染图像的质量并提供了可播放的帧速率。我们设计了一个组合管道,并在性能和渲染质量方面将其与我们的模型进行了比较。此外,我们的结果还与栅格化技术进行了比较。实验结果表明,我们的模型提高了渲染图像的质量并提供了可播放的帧速率。

更新日期:2021-04-08
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