Viewport-Resolution Independent Anti-Aliased Ray Marchingon Interior Faces in Cube-Map SpaceAbstract: This paper presents a novel approach to anti-aliased ray marching by indirect shading in cube-map space. Our volume renderer firstly performs ray marching on each visible interior pixel of a maximum-resolution-limited cube map, and then resamples (usually up-scales) the cube imposter in viewport space. By this viewport-resolution-independent strategy, developers can improve both ray-marching performance and its quality of anti-aliasing when allowing larger marching strides. Moreover, our solution also covers depth-occlusion anti-aliasing for mixed mesh-volume rendering, cube-map level-of-details (LOD) optimization for a further performance boost, and multiple-volume rendering by leveraging the GPU inline ray tracing. Besides, our implementation is developer-friendly and the performance-quality tradeoff determined by the parameter configuration is easily controllable.
Authors: Tianchen Xu 徐添辰 (1State Key Lab of CS, Institute of Software, Chinese Academy of Sciences (CAS) & Univ. of CAS, and 2Advanced Micro Devices, Inc. (AMD),
xutc@ios.ac.cn)
Wei Zeng 曾威 (School of Computer Science, Sichuan University,
veerzeng@163.com)
Enhua Wu
吴恩华* (1State Key Lab of CS, Institute of Software, Chinese Academy of Sciences & Univ. of CAS, and 3FST, University of Macau,
ehwu@um.edu.mo)
Publication Date: Tuesday, December 14, 2021
Published in: SA '21 Technical Communications:
SIGGRAPH Asia 2021 Technical Communications, Tokyo, Japan
Keywords: Anti-aliasing
Cube map
Ray marching
Ray tracing
Real-time rendering
Volume rendering
External Links:
Source code of Demo I Fluid
ACM Reference Format:
Tianchen Xu, Wei Zeng, and Enhua Wu. 2021. Viewport-Resolution Independent Anti-Aliased Ray Marching on Interior Faces in Cube-Map Space. In
SIGGRAPH Asia 2021 Technical Communications (SA '21 Technical Communications), December 2021, Tokyo, Japan. ACM, New York, NY, USA 4 Pages.
https://doi.org/10.1145/3478512.3488598
Copyright:
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