提出一种新的光线跟踪方法,以提高光线找到相交面片的效率.它在场景中生成一些面积较大的规褴中介面片,然后为中介面上的每个点建立一个场,以记录到达该点的不同方向的光线将相交的面片.由此,光线跟踪时,一条光线可方便地找到相交的中介面,并通过查找中介面上所记录的内容,就能得到它所相交的面片.与已有方法相比,新方法不仅能很好加速主光线与阴影光线的计算,而且能很好地加速反射、折射等二次光线的计算.它能在GPU上方便地实现,并能有效地处理动态场景.
This paper presents a novel scheme for al large rectangular proxy polygons are generated point on the proxy polygons to keep track of the point from different directions, in the ray-tracing a ray is rather easy to find, due constructed. By simply is immediately picked o besides primary rays an querying accelerating ray tracing. By the scheme, sever- in a scene, and a field is constructed for each facets intersected by the rays that arrive at that stage, the nearest proxy polygon in the path of to the regularity feature and the small number of proxy polygons the stored data on the proxy polygon, the target facet of the ray ut from numerous scene primitives. Compared with existing techniques, d shadow rays, the proposed approach accelerates the calculation of secondary rays by reflection and refraction. The method also facilitates the GPU implementation, and enables the handling of dynamic scenes efficiently.