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Realtime Ray Tracing and Interactive Global Illumination - Scientific ...

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4 Chapter 1: Introduction<br />

either remove some fundamental limitations of triangle rasterization – which<br />

most researchers deem impossible – or to accelerate ray tracing to the point<br />

where it allows for realtime applications.<br />

For more than a decade now, different researchers have argued that due<br />

to several inherent advantages of ray tracing – coupled with ever-increasing<br />

availability of hardware resources <strong>and</strong> ever-increasing user dem<strong>and</strong>s – ray<br />

tracing performance should eventually overtake triangle rasterization [Kajiya86,<br />

Teller98]. Though these claims are yet unfulfilled for almost two decades, it<br />

seems that with some of the recently ongoing developments this scenario is<br />

finally taking on shape. In the long term, realtime ray tracing should allow<br />

for both higher quality <strong>and</strong> higher performance than any other kind of<br />

rendering technology.<br />

1.1 Outline of This Thesis<br />

This thesis is structured into three independent parts, reporting on an introduction<br />

to interactive ray tracing, the RTRT/OpenRT interactive ray tracing<br />

system, <strong>and</strong> the Instant <strong>Global</strong> <strong>Illumination</strong> method, respectively.<br />

Part I starts by introducing the ray tracing method in Chapter 2, <strong>and</strong><br />

gives a brief survey of ray tracing acceleration techniques in Section 3. Chapter<br />

4 then discusses the benefits of using ray tracing for interactive applications,<br />

<strong>and</strong> addresses the question why in the near future ray tracing is likely<br />

to play a larger role in interactive graphics. Part I then ends with an overview<br />

over the most important currently ongoing approaches towards realizing realtime<br />

ray tracing on different kinds of hardware platforms, which include<br />

various software systems, GPU-based ray tracing, <strong>and</strong> special purpose ray<br />

tracing hardware.<br />

The main part of this thesis (Part II) then describes one of these approaches<br />

(the RTRT/OpenRT software realtime ray tracing system) in more<br />

detail: Chapter 6 starts with a detailed discussion of the issues to be kept<br />

in mind when designing a realtime ray tracing system on todays CPUs, <strong>and</strong><br />

outlines the most fundamental design guidelines of the RTRT core. Chapter<br />

7 then in detail describes the technical aspects of the RTRT core, namely<br />

fast ray/triangle intersection, fast BSP traversal, the efficient use of SIMD<br />

instructions, <strong>and</strong> high-quality BSP construction. Chapter 8 then shows how<br />

these fast core algorithms can be efficiently parallelized on small clusters<br />

of commodity PCs, resulting in near-linear scalability <strong>and</strong> high ray tracing<br />

performance without the need for sophisticated hardware resources. Following<br />

this, Chapters 9 <strong>and</strong> 10 discuss some advanced ray tracing issues, like

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