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研究生: 王正皓
Wang, Cheng-Hao
論文名稱: 光線追蹤與光柵化繪製下光影與位移表面效果差異之探討
Quality Comparison of Lighting and Displaced Surfaces Between Real Time Ray Tracing and Rasterization
指導教授: 張鈞法
Chang, Chun-Fa
學位類別: 碩士
Master
系所名稱: 資訊工程學系
Department of Computer Science and Information Engineering
論文出版年: 2019
畢業學年度: 107
語文別: 中文
論文頁數: 39
中文關鍵詞: 光線追蹤光柵化繪圖位移映射陰影映射
英文關鍵詞: Ray Tracing, Rasterization, Displacement Mapping, Shadow Mapping
DOI URL: http://doi.org/10.6345/NTNU201900588
論文種類: 學術論文
相關次數: 點閱:67下載:20
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  • 在電腦圖學領域中,主要可分為兩種繪圖方法,一種是以省略複雜計算以換取高互動性的光柵化,以及以大量計算模擬光線行進方式取得精確結果的光線追蹤。光柵化以具備高互動性的畫面更新率著稱,然而隨著近年圖形顯示卡的計算能力大幅增長,使用光線追蹤來繪製結果的畫面更新率也有了大幅的成長,光線追蹤開始具備能配合人類反應速度的畫面更新率。而在這樣的狀況下光線追蹤該如何加入不同的材質與精確的光影效果來為畫面內容增添真實感,並利用光線追蹤的特性解決光柵化所會產生的畫面破綻就變得相當重要。

    本論文透過使用Nvidia OptiX即時光線追蹤引擎,將模型表面做位移變形後進行光線追蹤繪製並維持良好的互動性,並與光柵化繪製的凹凸表面結果相比較。此外也比較光線追蹤與光柵化在光影繪製結果上的不同與破綻之處,讓將來使用光線追蹤繪製高互動性內容時能有充足的參考資訊。

    How to render the lighting effects and displaced surfaces accurately in ray tracing is very important. This paper provides an implementation of displaced surfaces by using Nvidia OptiX 5.1 and OpenGL as graphical library, and presents the results of OptiX ray tracing and OpenGL rasterization. In addition, this paper also presents the results of comparison of shadow and reflection between ray tracing and rasterization.

    This paper also provides the developers a report about the difference between GPU ray tracing and rasterization, and the possibility of using ray tracing to render interactive contents.

    圖片目錄 v 附表目錄 vi 圖片引用來源 vii 模型引用來源 vii 第一章 緒論 1 1.1 研究背景 1 1.2 研究目的 2 1.3 研究結構 3 第二章 文獻探討 5 2.1 光線追蹤 ( Ray Tracing ) 5 2.2 Nvidia OptiX Ray Tracing Engine 6 2.3 OpenGL 光柵化繪圖 Rasterization 7 2.4 位移映射 ( Displacement Mapping ) 8 2.5 浮雕映射 (Relief Mapping) 9 2.6 視差映射 (Parallax Occlusion Mapping) 10 2.7 光柵化中的陰影繪製 11 2.8 光柵化中的反射 14 2.9 光柵化中的折射 15 第三章 實作細節 17 3.1 概要 17 3.2 Nvidia OptiX Ray Tracing Engine 17 3.2.1 OptiX Ray Tracing Traversal 18 3.3 Direct Ray tracing of Displacement Mapped Triangles 20 3.3.1 Ray Intersection of Displacement Mapped Triangles 20 3.3.1.1 Tessellation 21 3.3.1.2 Intersection of Displacement Mapped Triangles 22 3.4 使用OptiX光線追蹤繪製場景光照效果、陰影與反射 25 第四章 實驗結果 26 4.1 實驗環境 26 4.2 表面位移效果 26 4.2.1 OptiX 三角片Tessellation與Fps效果差異 28 4.2.2 OpenGL Parallax Mapping效果比較 30 4.3一般場景中陰影與反射效果比較 31 4.3.1使用OptiX Ray Tracing繪製 31 4.3.1使用OpenGL Rasterization繪製 35 第五章 結論與未來展望 37 參考文獻 38

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    [2] Philipp S. Gerasimov. (2007). “Chapter 12. Omnidirectional Shadow Mapping, ” in GPU Gems. [Online]. Available : https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch12.html

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    [5] Keith Morley. (2018). NVIDIA OptiX Ray Tracing Powered by RTX. [Online].Avaiable : https://devblogs.nvidia.com/nvidia-optix-ray-tracing-powered-rtx/

    [6] NVIDIA. (2018). NVIDIA® OptiX™ Ray Tracing Engine. [Online]. Available : https://developer.nvidia.com/optix

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    [9] Brian E. Smits, Peter Shirley and Michael M. Stark. (2000). Direct Ray Tracing of Displacement Mapped Triangles. Rendering Techniques 2000.

    [10]Joey de Vries. (2014). Parallx Mapping. [Online]. Available : https://learnopengl.com/Advanced-Lighting/Parallax-Mapping

    [11]Joey de Vries. (2014). Shadow Mapping. [Online]. Available : https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping

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