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Open Access 2019 | OriginalPaper | Buchkapitel

Texture Level of Detail Strategies for Real-Time Ray Tracing

verfasst von : Tomas Akenine-Möller, Jim Nilsson, Magnus Andersson, Colin Barré-Brisebois, Robert Toth, Tero Karras

Erschienen in: Ray Tracing Gems

Verlag: Apress

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Unlike rasterization, where one can rely on pixel quad partial derivatives, an alternative approach must be taken for filtered texturing during ray tracing. We describe two methods for computing texture level of detail for ray tracing. The first approach uses ray differentials, which is a general solution that gives high-quality results. It is rather expensive in terms of computations and ray storage, however. The second method builds on ray cone tracing and uses a single trilinear lookup, a small amount of ray storage, and fewer computations than ray differentials. We explain how ray differentials can be implemented within DirectX Raytracing (DXR) and how to combine them with a G-buffer pass for primary visibility. We present a new method to compute barycentric differentials. In addition, we give previously unpublished details about ray cones and provide a thorough comparison with bilinearly filtered mip level 0, which we consider as a base method.

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Metadaten
Titel
Texture Level of Detail Strategies for Real-Time Ray Tracing
verfasst von
Tomas Akenine-Möller
Jim Nilsson
Magnus Andersson
Colin Barré-Brisebois
Robert Toth
Tero Karras
Copyright-Jahr
2019
Verlag
Apress
DOI
https://doi.org/10.1007/978-1-4842-4427-2_20

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