• Title/Summary/Keyword: ray tracing algorithm

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Path Optimize Research used Ray-Tracing Algorithm in Heuristic-based Genetic Algorithm Pathfinding (휴리스틱 유전 알고리즘 경로 탐색에 광선 추적 알고리즘을 활용한 경로 최적화 연구)

  • Ko, Jung-Woon;Lee, Dong-Yeop
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.83-90
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    • 2019
  • Heuristic based Genetic Algorithm Pathfinding(H-GAP), a method without the need for node and edge information, can compensate the disadvantages of existing pathfinding algorithm, and perform the path search at high speed. However, because the pathfinding by H-GAP is non-node-based, it may not be an optimal path when it includes unnecessary path information. In this paper, we propose an algorithm to optimize the search path using H-GAP. The proposed algorithm optimizes the path by removing unnecessary path information through ray-tracing algorithm after the H-GAP path search is completed.

A study on the ZF-buffer algorithm for Ray-tracing Acceleration (광선추적법의 속도개선을 위한 ZF-버퍼 알고리즘 연구)

  • Kim, Sehyun;Yoon, Kyung-hyun
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.1
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    • pp.29-36
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    • 2000
  • In this work, we propose ZF-buffer algorithm in order to accelerate the intersection test of ray-tracing algorithm. ZF-buffer is used in the preprocessing of ray-tracing and records the pointer that points to a parent face of a depth value(z value) of an object determined in Z-buffer. As a result, the face which intersects with the first ray can be determined easily by using the pointer stored in F-buffer. Though ZF-buffer and vista-buffer resemble each other, the difference between the two methods is that what ZF-buffer records is not bounding volume but the pointer of a displayable face. We applied the ZF-buffer algorithm for the first ray to Utah teapot which consists of 9216 polygons. By comparing the elapse time of our method with vista-buffer algorithm, we can acquire improvement in speed that it is 3 times faster than vista-buffer algorithm. We expanded our algorithm to the second ray.

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Automatic ray-code generation for efficient ray tracing (효율적인 파선추적을 위한 파선코드 자동 생성에 관한 연구)

  • 이희일
    • Proceedings of the Earthquake Engineering Society of Korea Conference
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    • 2000.04a
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    • pp.55-62
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    • 2000
  • In constructing a synthetic seismogram using ray-tracing method a suite of ray-code is required to obtain a realistic seismogram which is similar to the actual seismogram or earthquake record under consideration. An infinite number of rays exist for any arbitrarily located source and receiver. One select only a finite number of such rays in computing a synthetic seismogram so their selection becomes important to the validity of the seismogram being generated. Missing certain important rays or an inappropriate selection of ray-codes in tracing rays may result in wrong interpretation of the earthquake record or seismogram. Automatic ray-code generation will eliminate such problems. In this study we have developed an efficient algorithm, with which one can generate systemastically all the ray-codes connecting source and receiver arbitrarily located. The result of this work will helpful in analysing multiple reflections in seismic data processing as well as simulating Lg wave and multiply reflected or converted phases in earthquake study.

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A Fast Shadow Testing Algorithm during Ray Tracing. (광선추적 수행중 그림자의 빠른 검사를 위한 효과적인 알고리즘)

  • Eo, Kil-Su;Choi, Hun-Kyu;Kyung, Chong-Min
    • Proceedings of the KIEE Conference
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    • 1988.07a
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    • pp.537-540
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    • 1988
  • This paper presents a new shadow testing acceleration scheme for ray tracing called hybrid shadow testing(HST), based on conditional switching between the conventional shadow testing method and Crow's shadow volume method, with the object polygons as well as the shadow polygons registered onto the corresponding cells under the 3-D space subdivision environment. Despite the preprocessing time for the generation and registration of the shadow polygons, the total shadow testing time of the new algorithm was approximately 50 % of that of the conventional shadow testing method for several examples while the total ray tracing time was typically reduced by 30% from the conventional approach.

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The Representation of 3-D Objects Using Ray Tracing and Space Subdivision (광선 추적법과 공간 분할을 이용한 입체 도형의 표현)

  • Kim, Y.I.;Cho, D.U.;Choi, B.U.
    • Proceedings of the KIEE Conference
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    • 1987.07b
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    • pp.1073-1076
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    • 1987
  • In this paper, a new ray tracing algorithm which uses space subdivision method is introduced. In order to reduce huge number of ray-surface intersection calculation, the space is subdivided as lattice that contains minimum number of objects. With lattice structure, the process that calculates unnecessary ray-surface intersection is eliminated.

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Implementation of Real-time Interactive Ray Tracing on GPU (GPU 기반의 실시간 인터렉티브 광선추적법 구현)

  • Bae, Sung-Min;Hong, Hyun-Ki
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.59-66
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    • 2007
  • Ray tracing is one of the classical global illumination methods to generate a photo-realistic rendering image with various lighting effects such as reflection and refraction. However, there are some restrictions on real-time applications because of its computation load. In order to overcome these limitations, many researches of the ray tracing based on GPU (Graphics Processing Unit) have been presented up to now. In this paper, we implement the ray tracing algorithm by J. Purcell and combine it with two methods in order to improve the rendering performance for interactive applications. First, intersection points of the primary ray are determined efficiently using rasterization on graphics hardware. We then construct the acceleration structure of 3D objects to improve the rendering performance. There are few researches on a detail analysis of improved performance by these considerations in ray tracing rendering. We compare the rendering system with environment mapping based on GPU and implement the wireless remote rendering system. This system is useful for interactive applications such as the realtime composition, augmented reality and virtual reality.

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A study on Algorithm Automatically Generating Ray Codes for Ray-tracing (파선코드 자동생성 알고리즘에 관한 연구)

  • Lee, Hee-Il;Cho, Chang-Soo
    • Geophysics and Geophysical Exploration
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    • v.11 no.4
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    • pp.361-367
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    • 2008
  • When constructing a synthetic seismogram in the earthquake study or in seismic data interpretation by using a ray-tracing technique, the most troublesome and error-prone task is to define a suite of ray codes for the corresponding rays to trace in advance. An infinite number of rays exist for any arbitrarily located source and receiver in a medium. Missing certain important rays or an inappropriate selection of ray codes in tracing rays may result in wrong interpretation of the earthquake record or seismogram. Automatic ray code generation could be able to eliminate those problems. In this study we have developed an efficient algorithm with which one can generate systematically all the ray codes for the source(s) and receiver(s) arbitrarily located in a model. The result of this work could be used not only in analysing multiples in seismic data processing and interpretation, but also in coda wave study, study on the amplification effects in a basin and phase identification of the waves multiply reflected/refracted in earthquake study.

A Ray-Tracing Algorithm Based On Processor Farm Model (프로세서 farm 모델을 이용한 광추적 알고리듬)

  • Lee, Hyo Jong
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.1
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    • pp.24-30
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    • 1996
  • The ray tracing method, which is one of many photorealistic rendering techniques, requires heavy computational processing to synthesize images. Parallel processing can be used to reduce the computational processing time. A parallel algorithm for the ray tracing has been implemented and executed for various images on transputer systems. In order to develop a scalable parallel algorithm, a processor farming technique has been exploited. Since each image is divided and distributed to each farming processor, the scalability of the parallel system and load balancing are achieved naturally in the proposed algorithm. Efficiency of the parallel algorithm is obtained up to 95% for nine processors. However, the best size of a distributed task is much higher in simple images due to less computational requirement for every pixel. Efficiency degradation is observed for large granularity tasks because of load unbalancing caused by the large task. Overall, transputer systems behave as good scalable parallel processing system with respect to the cost-performance ratio.

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Discrete Ray Tracing Techniques for Wave Propagation Characteristic of Random Rough Surfaces (불규칙 조면의 전파 특성 해석을 위한 이산 광선 추적법)

  • Yoon, Kwang-Yeol
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.3
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    • pp.233-238
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    • 2010
  • In this paper, we have proposed discrete ray tracing method (DRTM) for numerical analysis of characteristics of electromagnetic propagation along 2D random rough surfaces. The point of the present method is to discretize not only rough surface but also ray tracing. The former helps saving computer memories and the latter does simplifying ray searching algorithm resulting in saving computation time. Numerical calculations are carried out for 2D random rough surfaces, and electric field distributions are shown to check the effectiveness of the proposed DRTM.

The Prediction of Interior Luminous Effect Through a Comparison of Shading Algorithms (음영처리기법의 비교를 통한 실내공간 조명효과의 예측)

  • Hong, Sung-De;Park, Hyoun-Jang
    • Journal of The Korean Digital Architecture Interior Association
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    • v.5 no.1
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    • pp.9-16
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    • 2005
  • In Interior design, light is the most important factor in deciding color, texture and illumination level which are the basic factors of spatial design. To apply rendering technologies on prediction of illuminating effect, it is important to understand and analyse the basic properties of the illumination models that are local illumination model and global illumination model. The illumination models in computer graphics express the factors which determine the surface color, texture and light distribution through the reflection. The purpose of this study is to propose the best way of shading algorithm in interior space provided by the computer, based on the experimental analysis that 5 shading methods are applied to the interior space. The results of this study were as followed. 1) Local illumination models that are Lambert shading, Ground shading and Phong shading are not suitable to the prediction of interior illumination effect. 2) Ray tracing that is global illumination model could be adopted to interior illumination effects. Ray tracing is a very versatile algorithm because of the large range of lighting effects it can model. 3) Neither radiality nor ray tracing offers a complete solution for simulating all interior illumination effects. 4) Radiosity excels at rendering diffuse-to-diffuse inter-reflections and ray tracing excels at rendering specular reflections. By merging both shading techniques, that offers the best of both. Using computer technologies to simulate lighting in preliminary design stage which will provide information for designers and occupants to determine the effect of using artificial light sources at each stage of their design process. Further study in illumination analysis, prediction of illumination effect, and lighting calculation is required as computer media expands.

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