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dc.contributor.authorHadji-Kyriacou, Avelina
dc.contributor.authorArandelovic, Oggie
dc.date.accessioned2021-11-09T10:30:10Z
dc.date.available2021-11-09T10:30:10Z
dc.date.issued2021-11-09
dc.identifier276520185
dc.identifierfb2bb634-76f7-4f79-80e6-850e32668a7c
dc.identifier85118694912
dc.identifier000724239000001
dc.identifier.citationHadji-Kyriacou , A & Arandelovic , O 2021 , ' Raymarching distance fields with CUDA ' , Electronics , vol. 10 , no. 22 , 2730 . https://doi.org/10.3390/electronics10222730en
dc.identifier.issn2079-9292
dc.identifier.urihttps://hdl.handle.net/10023/24295
dc.description.abstractRaymarching is a technique for rendering implicit surfaces using signed distance fields. It has been known and used since the 1980s for rendering fractals and CSG (constructive solid geometry) surfaces, but has rarely been used for commercial rendering applications such as film and 3D games. Raymarching was first used for photorealistic rendering in the mid 2000s by demoscene developers and hobbyist graphics programmers, receiving little to no attention from the academic community and professional graphics engineers. In the present work, we explain why the use of Simple and Fast Multimedia Library (SFML) by nearly all existing approaches leads to a number of inefficiencies, and hence set out to develop a CUDA oriented approach instead. We next show that the usual data handling pipeline leads to further unnecessary data flow overheads and therefore propose a novel pipeline structure that eliminates much of redundancy in the manner in which data are processed and passed. We proceed to introduce a series of data structures which were designed with the specific aim of exploiting the pipeline’s strengths in terms of efficiency while achieving a high degree of photorealism, as well as the accompanying models and optimizations that ultimately result in an engine which is capable of photorealistic and real-time rendering on complex scenes and arbitrary objects. Lastly, the effectiveness of our framework is demonstrated in a series of experiments which compare our engine both in terms of visual fidelity and computational efficiency with the leading commercial and open source solutions, namely Unreal Engine and Blender.
dc.format.extent26
dc.format.extent19043893
dc.language.isoeng
dc.relation.ispartofElectronicsen
dc.subjectRenderingen
dc.subjectSphere tracingen
dc.subjectRay tracingen
dc.subjectGraphicsen
dc.subjectPhotorealismen
dc.subjectCUDA kernelsen
dc.subjectAccelerationen
dc.subjectQA75 Electronic computers. Computer scienceen
dc.subjectTK Electrical engineering. Electronics Nuclear engineeringen
dc.subjectNDASen
dc.subject.lccQA75en
dc.subject.lccTKen
dc.titleRaymarching distance fields with CUDAen
dc.typeJournal articleen
dc.contributor.institutionUniversity of St Andrews. School of Computer Scienceen
dc.identifier.doi10.3390/electronics10222730
dc.description.statusPeer revieweden
dc.identifier.urlhttps://www.mdpi.com/2079-9292/10/22/2730en


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