Paper Presentation Micropolygon Ray Tracing With Defocus and





![Related Works ● Micropolygon ● Reyes [Cook et al. 1987] ● Render. Ants [Zhou Related Works ● Micropolygon ● Reyes [Cook et al. 1987] ● Render. Ants [Zhou](https://slidetodoc.com/presentation_image_h/01856934ab392adf2e15b45ee011f0e0/image-6.jpg)

























- Slides: 31
Paper Presentation - Micropolygon Ray Tracing With Defocus and Motion Blur - Qiming Hou, Hao Qin, Wenyao Li, Baining Guo, Kun Zhou Presenter : Jong Hyeob Lee 2010. 28
Micropolygon ● What is a micropolygon? Polygon 2 Micropolygon
Defocus and Motion Blur 3
Rasterization vs Ray Tracing ● Tracing a ray is slower than rasterizing a pixel. ● Every ray returns something useful. Rasterization waste time on not-covered or occluded pixels. ● Tradeoff between per-operation cost and useful operation percentage. ● Stochastic sampling favors ray tracing. 4
Goal ● A 4 D micropolygon ray tracing ● Performs up to an order of magnitude faster than rasterization. ● Eliminates the quality-performance tradeoff in defocus and motion blur rendering. 5
Related Works ● Micropolygon ● Reyes [Cook et al. 1987] ● Render. Ants [Zhou et al. 2009] ● Defocus and Motion Blur ● Adaptive sampling [Hachisuka et al. 2008] ● Hyper-trapezoids ● Collision detection [Hubbard 1995] 6
Overview ● Hyper-trapezoid ● BVH Construction ● Ray Generation ● BVH Traversal 7
Overview ● Hyper-trapezoid ● BVH Construction ● Ray Generation ● BVH Traversal 8
Hyper-trapezoid ● A hyper-trapezoid is… ● Two faces at T=0, T=1 interpolated linearly across T 9
Hyper-trapezoid ● Axis-aligned bound box & Bounding box based hyper-trapezoid 10
Hyper-trapezoid ● 4 D OBB hyper-trapezoids ● The T=0 and T=1 faces are 3 D OBB, analogous to 3 D Hyper-trapezoids with 2 D Bouding Box faces. T=0 11 T=1
Comparisons with AABB ● Test scenes (Furball, Ladybug, Fairy, Car) 12
Comparisons with AABB 13
Overview ● Hyper-trapezoid ● BVH Construction ● Ray Generation ● BVH Traversal 14
BVH Construction ● Basic topology is the same as general BVH. 15
BVH Construction ● Build process ● Top level BVH ● In-grid level BVH ● Compute bounding volume 16
BVH Construction ● Top level BVH ● Unit : Micropolygon grid ● Split strategy : Surface Area Heuristic ● Termination criterion : One gird in every node 17
BVH Construction ● In-grid level BVH ● Unit : Micropolygons ● Split strategy : Parametric space mid-split ● Termination criterion : Less than 8 micropolygons in a node 18
BVH Construction ● Compute bounding volume ● Compute grid-level orientation ● Bottom-up merge : use the orientation that results in smaller surface area. ● Top-down simplify : use parent node’s orientation if surface area isn’t increased too much. 19
Overview ● Hyper-trapezoid ● BVH Construction ● Ray Generation ● BVH Traversal 20
Ray Generation ● Reducing the alias ● Lens permutation : magic square ● Time permutation : magic square shuffled and shifted per-pixel 21
Overview ● Hyper-trapezoid ● BVH Construction ● Ray Generation ● BVH Traversal 22
BVH Traversal – Ray and OBB ● Transforming rays into per-box local frame. 23
BVH Traversal – Ray and OBB ● Transforming rays into per-box local frame. 24
BVH Traversal - Micropolygon ● Use a rasterization-like method to compute pseudo-intersections for micropolygons. ● Project micropolygon to view plane. ● Use even-odd rule to test it. 25
Comparison with Rasterization ● Better quality 26
Comparisons with AABB ● Test scenes (Furball, Ladybug, Fairy, Car) 27
Comparison with Rasterization ● Faster sampling time 28
Result – Total rendering time 29
Conclusion ● The first time ray tracing is faster than rasterizaion. ● A novel acceleration structure based on oriented hypertrapezoid. ● Limitation : ● Inefficiency of transparency handling ● The BVH is not effective when tracing rays inside objects over rasterization methods. 30
Q&A ● Thank you. 31