Abstract
Rendering in 3D games typically uses rasterization approaches in order to guarantee interactive frame rates, since ray tracing, a superior method for rendering photorealistic images, has greater computational cost. With the advent of massively parallel processors in the form of GPUs, parallelized ray tracing have been investigated as an alternative to rasterization techniques. While many works present parallelization methods for the classical ray tracing algorithm, in order to achieve interactive, or even real time ray tracing rendering, we present a rasterized and ray traced hybrid technique, completely done in GPU. While a deferred render model determines the colors of primary rays, a ray tracing phase compute other effects such as specular reflection and transparency, in order to achieve effects that are not easily obtained with rasterization. We also present a heuristic approach that select a subset of relevant objects to be ray traced, avoiding traversing rays for objects that might not have a significant contribution to the real time experience. This selection is capable of maintaining the real time requirement of games, while offering superior visual effects.
Chapter PDF
Similar content being viewed by others
Keywords
References
Kirk, D.B., Hwu, W.M.W.: Programming Massively Parallel Processors: A Hands-on Approach, 1st edn. Morgan Kaufmann Publishers Inc., San Francisco (2010)
Bigler, J., Stephens, A., Parker, S.G.: Design for parallel interactive ray tracing systems. In: IEEE Symposium on Interactive Ray Tracing 2006, pp. 187–196 (September 2006)
Aila, T., Laine, S.: Understanding the efficiency of ray traversal on gpus. In: Proc. High-Performance Graphics 2009, pp. 145–149 (2009)
Lauterbach, C., Garland, M., Sengupta, S., Luebke, D., Manocha, D.: Fast BVH Construction on GPUs. Computer Graphics Forum 28(2), 375–384
Hachisuka, T.: Ray tracing on graphics hardware. Technical report, University of California at San Diego (2009)
Heirich, A., Arvo, J.: A competitive analysis of load balancing strategies for parallel ray tracing. The Journal of Supercomputing 12, 57–68 (1998), doi:10.1023/A:1007977326603
Whitted, T.: An improved illumination model for shaded display. Commun. ACM 23, 343–349 (1980)
Beck, S., Bernstein, A., Danch, D., Frohlich, B.: Cpu-gpu hybrid real time ray tracing framework (2005)
Bikker, J.: Real-time ray tracing through the eyes of a game developer. In: Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing, pp. 1–10. IEEE Computer Society, Washington, DC (2007)
Parker, S.G., Bigler, J., Dietrich, A., Friedrich, H., Hoberock, J., Luebke, D., McAllister, D., McGuire, M., Morley, K., Robison, A., Stich, M.: Optix: A general purpose ray tracing engine. ACM Transactions on Graphics (August 2010)
Bak, P.: Real time ray tracing. Master’s thesis, IMM, DTU (2010)
Chen, C.C., Liu, D.S.M.: Use of hardware z-buffered rasterization to accelerate ray tracing. In: Proceedings of the 2007 ACM Symposium on Applied Computing, SAC 2007, pp. 1046–1050. ACM, New York (2007)
Deering, M., Winner, S., Schediwy, B., Duffy, C., Hunt, N.: The triangle processor and normal vector shader: a vlsi system for high performance graphics, pp. 21–30. ACM, New York (1988)
Akenine-Möller, T., Haines, E., Hoffman, N.: Real-Time Rendering, 3rd edn. A. K. Peters, Ltd., Natick (2008)
Saito, T., Takahashi, T.: Comprehensible rendering of 3-d shapes. SIGGRAPH Comput. Graph. 24(4), 197–206 (1990)
Shishkovtov, O.: Deffered shading in s.t.a.l.k.e.r. GPU Gems 2 2, 143–166 (2005)
Reshetov, A.: Morphological antialiasing. In: Proceedings of the 2009 ACM Symposium on High Performance Graphics (2009)
Williams, L.: Casting curved shadows on curved surfaces. In: Computer Graphics (SIGGRAPH 1978 Proceedings), pp. 270–274 (1978)
Bikker, J.: Brigade: Real-time path tracer. Webpage (April 2012)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2012 IFIP International Federation for Information Processing
About this paper
Cite this paper
Sabino, T.L., Andrade, P., Gonzales Clua, E.W., Montenegro, A., Pagliosa, P. (2012). A Hybrid GPU Rasterized and Ray Traced Rendering Pipeline for Real Time Rendering of Per Pixel Effects. In: Herrlich, M., Malaka, R., Masuch, M. (eds) Entertainment Computing - ICEC 2012. ICEC 2012. Lecture Notes in Computer Science, vol 7522. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-33542-6_25
Download citation
DOI: https://doi.org/10.1007/978-3-642-33542-6_25
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-33541-9
Online ISBN: 978-3-642-33542-6
eBook Packages: Computer ScienceComputer Science (R0)