RTSG: ray tracing for X3D via a flexible rendering framework

VRML and X3D are the most widely adopted standards for interactive 3D content interchange. However, they are both designed around the common restricted functionality available in hardware graphics processors. Thus, most existing scene graph implementations are tightly integrated with rasterization APIs, which have difficulties simulating advanced global lighting effects. Conversely, complex photo-realistic effects are naturally supported by ray tracing based rendering algorithms [Glassner 1989]. Due to recent research advances and the constantly increasing computing power of commodity PCs, ray tracing is emerging as an interesting alternative for interactive applications. In this paper we present RTSG (Real-Time Scene Graph), a flexible scene management and rendering system. RTSG is X3D-compliant and has been designed to efficiently support both ray tracing and rasterization using a backend-independent rendering infrastructure. We describe two ray tracing and one rasterization backends and demonstrate that they achieve real-time rendering performance.

[1]  Alexander Reshetov,et al.  Multi-level ray tracing algorithm , 2005, ACM Trans. Graph..

[2]  Markus Wagner,et al.  Interactive Rendering with Coherent Ray Tracing , 2001, Comput. Graph. Forum.

[3]  WhittedTurner An improved illumination model for shaded display , 1979 .

[4]  Andrew S. Glassner,et al.  An introduction to ray tracing , 1989 .

[5]  Greg Humphreys,et al.  Physically Based Rendering: From Theory to Implementation , 2004 .

[6]  Tomas Akenine-Möller,et al.  Real-time rendering, 2nd Edition , 2002 .

[7]  Ulf Assarsson,et al.  BART: A Benchmark for Animated Ray Tracing , 2000 .

[8]  Ingo Wald,et al.  Ray tracing deformable scenes using dynamic bounding volume hierarchies , 2007, TOGS.

[9]  Philipp Slusallek,et al.  Distributed interactive ray tracing of dynamic scenes , 2003, IEEE Symposium on Parallel and Large-Data Visualization and Graphics, 2003. PVG 2003..

[10]  Robert L. Cook,et al.  Distributed ray tracing , 1984, SIGGRAPH.

[11]  T. Dawson Game Creation using OGRE – Object-Oriented Graphics Rendering Engine , 2010 .

[12]  John Rohlf,et al.  IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics , 1994, SIGGRAPH.

[13]  Turner Whitted,et al.  An improved illumination model for shaded display , 1979, CACM.

[14]  Markus Wagner,et al.  VRML scene graphs on an interactive ray tracing engine , 2004, IEEE Virtual Reality 2004.

[15]  Tomas Akenine-Möller,et al.  A Benchmark for Animated Ray Tracing , 2001, IEEE Computer Graphics and Applications.

[16]  Markus Wagner,et al.  Interactive Distributed Ray Tracing of Highly Complex Models , 2001, Rendering Techniques.

[17]  P. Slusallek,et al.  RTfact: Generic concepts for flexible and high performance ray tracing , 2008, 2008 IEEE Symposium on Interactive Ray Tracing.

[18]  Philipp Slusallek,et al.  The OpenRT Application Programming Interface - Towards A Common API for Interactive Ray Tracing , 2003 .

[19]  G. Voss,et al.  OpenSG: Basic Concepts , 2002 .

[20]  Roman Kuchkuda,et al.  An introduction to ray tracing , 1993, Comput. Graph..

[21]  Kellogg S. Booth,et al.  Report from the chair , 1986 .

[22]  Arthur Appel,et al.  Some techniques for shading machine renderings of solids , 1968, AFIPS Spring Joint Computing Conference.