论文标题

ProcessUray-用于程序原始射线跟踪的轻重量引擎

Proceduray -- A light-weight engine for procedural primitive ray tracing

论文作者

da Silva, Vinícius, Novello, Tiago, Lopes, Hélio, Velho, Luiz

论文摘要

我们介绍了ProcessUray,这是一种用于实时射线跟踪程序几何形状的引擎。它的动机是目前缺乏用于涉及相交着色器的原语的场景的中级抽象工具。这些场景施加了严格的发动机设计选择,因为它们需要在着色器表设置中灵活性。 Procoduray旨在在灵活性和生产率之间提供公平的权衡。它也旨在说明。着色器表行为可能令人困惑,因为索引的参数来自系统的不同部分,涉及主机和设备代码。这本质上与射线追踪三角形网格(必须使用内置的相交着色器为所有对象)或使用传统图形或计算管道渲染。该项目的另外目标包括引起有关DirectX Raytracing(DXR)主机代码的更深入讨论,并为试图使用DXR处理程序几何形状的开发人员提供了一个很好的起点。

We introduce Proceduray, an engine for real-time ray tracing of procedural geometry. Its motivation is the current lack of mid-level abstraction tools for scenes with primitives involving intersection shaders. Those scenes impose strict engine design choices since they need flexibility in the shader table setup. Proceduray aims at providing a fair tradeoff between that flexibility and productivity. It also aims to be didactic. Shader table behavior can be confusing because parameters for indexing come from different parts of a system, involving both host and device code. This is different in essence from ray tracing triangle meshes (which must use a built-in intersection shader for all objects) or rendering with the traditional graphics or compute pipelines. Additionals goals of the project include fomenting deeper discussions about DirectX RayTracing (DXR) host code and providing a good starting point for developers trying to deal with procedural geometry using DXR.

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