A hybrid real-time visible surface solution for rays with a common origin and arbitrary directions

dc.contributor.advisorMark, William R.en
dc.creatorJohnson, Gregory Scott, 1971-en
dc.date.accessioned2012-09-28T13:34:59Zen
dc.date.available2012-09-28T13:34:59Zen
dc.date.issued2008-12en
dc.descriptiontexten
dc.description.abstractA fundamental operation in computer graphics is to determine for a given point and direction in a scene, which geometric surface is nearest this point from this direction and thus visible. Conceptually, the point and direction define a "ray". Z-buffer hardware can compute surface visibility for a set of rays with a common origin (i.e. eye point) and a regular pattern of directions in real-time. However, this hardware is much less efficient at performing other visibility computations such as those required to accurately render shadows. A more flexible solution to the visible surface problem is needed. This work introduces the irregular Z-buffer algorithm, which efficiently solves the visible surface problem for rays with a common origin and arbitrary directions. In addition, we identify several changes to classical graphics architectures needed for hardware acceleration of this algorithm. Though these modifications are incremental in nature (i.e. no new functional units are introduced), we show that they enable significant new capability. In tandem with the irregular Z-buffer algorithm, a GPU with these changes has applications in: shadow rendering, indirect illumination, frameless rendering, adaptive anti-aliasing, adaptive textures, and jittered sampling. We explore the performance of hard and soft shadow rendering in particular, by way of a detailed hardware simulator.en
dc.description.departmentComputer Sciencesen
dc.format.mediumelectronicen
dc.identifier.urihttp://hdl.handle.net/2152/18069en
dc.language.isoengen
dc.rightsCopyright is held by the author. Presentation of this material on the Libraries' web site by University Libraries, The University of Texas at Austin was made possible under a limited license grant from the author who has retained all copyrights in the works.en
dc.subject.lcshReal-time rendering (Computer graphics)en
dc.subject.lcshShades and shadows--Computer simulationen
dc.subject.lcshComputer algorithmsen
dc.titleA hybrid real-time visible surface solution for rays with a common origin and arbitrary directionsen
thesis.degree.departmentComputer Sciencesen
thesis.degree.disciplineComputer Sciencesen
thesis.degree.grantorThe University of Texas at Austinen
thesis.degree.levelDoctoralen
thesis.degree.nameDoctor of Philosophyen

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