Distributed ray tracing in reasonable time: Chess mate.

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The video was generated by a renderer, which was implemented as part of the master thesis.

826 frames, total rendering time of all frames is 296h. Average render time per 1 frame = 21 min.
(1280x720, samples: 32-64 adaptive blur/supersampling, 2 dof, 1 soft shadows, 1 distributed reflection, 1 distributed refraction, 3 recursion)

Video is rendered on more computer, but total time is sum of all frame times. So the total time is as if the whole animation was rendered by only one computer.

Processors: Core2duo T8100 (2 threads), Core2duo T9300 (2 threads), AMD Athlon X4 620 (4 threads), Core i7 2,8Ghz (8 threads).
The average processor is about the Athlon X4 620 2,6Ghz (4 threads).

Master thesis deals with the method of distributed ray tracing focusing on optimalization of this method. The method uses simulation of some attributes of light by distributing rays of lights and it produces high quality and partly realistic images. The price for realitic effects is the high computational complexity of the method. The thesis analysis the theory connected with these aspects. A large part describes optimalizations of this method, i.e. searching for the nearest triangle intersection using kd-trees, quasi random sampling with faster convergence, the use of SSE instruction set and fast ray - triangle intersection. These optimalizations brought a noticable speed - up. The thesis includes description of implementation of these techniques. The implementation itself emphasises the practical usability including generating some advanced animations and universal description of objects.
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