Proceduray --一个轻量级的程序基元光线追踪引擎
Proceduray -- A light-weight engine for procedural primitive ray tracing
摘要:
我们介绍Proceduray,这是一个用于程序几何实时光线追踪的引擎。其动机是目前缺乏中级抽象工具的场景与原语涉及交叉着色器。这些场景强加了严格的引擎设计选择,因为它们需要着色器表设置的灵活性。Proceduray旨在提供灵活性和生产力之间的公平权衡。它还旨在成为说教。着色器表的行为可能令人困惑,因为用于索引的参数来自系统的不同部分,涉及主机和设备代码。这与光线追踪三角形网格(必须为所有对象使用内置的相交着色器)或使用传统图形或计算管道进行渲染在本质上是不同的。该项目的其他目标包括促进对DirectX RayTracing(DXR)主机代码的深入讨论,并为尝试使用DXR处理程序几何的开发人员提供一个良好的起点。
英文摘要:
We introduce Proceduray, an engine for real-time ray tracing of procedural geometry. Its motivation is the current lack of mid-level abstraction tools for scenes with primitives involving intersection shaders. Those scenes impose strict engine design choices since they need flexibility in the shader table setup. Proceduray aims at providing a fair tradeoff between that flexibility and productivity. It also aims to be didactic. Shader table behavior can be confusing because parameters for indexing come from different parts of a system, involving both host and device code. This is different in essence from ray tracing triangle meshes (which must use a built-in intersection shader for all objects) or rendering with the traditional graphics or compute pipelines. Additionals goals of the project include fomenting deeper discussions about DirectX RayTracing (DXR) host code and providing a good starting point for developers trying to deal with procedural geometry using DXR.
机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。