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Interactive ray tracing is a viable approach with high end parallel
machines. As parallel architectures become more efficient and
cheaper this approach could have much more widespread
application. Ray tracing presents a new set of display options and
tradeoffs for interactive display, such as soft shadows, frameless
rendering, more sophisticated lighting, and different shading models.
The software implementation allows us to easily explore these
options and to evaluate their impact for an interactive display.
We believe the following possibilities are worth investigating:
- How should antialiasing be handled?
- How do we handle complex dynamic environments?
- How do we ensure predictable performance for simulation applications?
- What should the API be for an interactive ray tracer?
- How could an inexpensive architecture be built to do interactive ray tracing?
The first three items above highlight significant limitations of our current
system: antialiasing is brute-force and thus too costly, and
performance can be slow or unpredictable because there is
a complex interaction between efficiency stucture build time,
traversal time, and view-dependent performance. How much of these
are due to the batch nature of traditional ray tracing methodology versus
intrinsic limitations is not yet clear.
Additionally, we feel that an interactive ray tracer can help answer
more general questions in interactive rendering, such as:
- How important are soft shadows and indirect illumination to
scene comprehension and how accurate do they need to be?
- Are more physically accurate BRDF's more or less important in an
interactive setting?
- Do accurate reflections give significant information about
surface curvature/smoothness?
The ability to have more complete control over these features allows
us to investigate their effects more completely.
Next: Acknowledgments
Up: Interactive Ray Tracing
Previous: RELATED WORK
William M Martin
2/5/1999