Efficient Multi-View Ray Tracing Using Edge Detection and Shader Reuse

By Magnus Andersson, Björn Johnsson, Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, and Tomas Akenine-Möller
Intel Corporation

Stereoscopic rendering and 3D stereo displays are quickly becoming mainstream. The natural extension is autostereoscopic multi-view displays, which by the use of parallax barriers or lenticular lenses, can accommodate many simultaneous viewers without the need for active or passive glasses. As these displays, for the foreseeable future, will support only a rather limited number of views, there is a need for high-quality interperspective antialiasing. We present a specialized algorithm for efficient multi-view image generation from a camera line using ray tracing, which builds on previous methods for multi-dimensional adaptive sampling and reconstruction of light fields. We introduce multiview silhouette edges to detect sharp geometrical discontinuities in the radiance function. These are used to significantly improve the quality of the reconstruction. In addition, we exploit shader coherence by computing analytical visibility between shading points and the camera line, and by sharing shading computations over the camera line.

Read the CGI paper:  Efficient Multi-View Ray Tracing Using Edge Detection and Shader Reuse [PDF 15.2MB]

Presented at: Computer Graphics International, June 2011, Ottawa, Ontario, Canada

Efficient Multi-View Ray Tracing Using Edge Detection and Shader Reuse. Magnus Andersson, Bjorn Johnsson, Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, Tomas Akenine-Möller. In The Visual Computer: International Journal of Computer Graphics (CGI'2011). Volume 27. Issue 6-8. pp. 665-676. 2011.

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