CS184 Final Project Proposal
Realistic Real-time Rendering of Real Scenes using Ray-Tracing
By Adam Chang, Leo Adberg, and Mitchell Chase
Goal: Perform 3D reconstructions of real-scenes, process them, and ray-trace them in real-time. Use texture baking and hardware acceleration to allow real-time virtual scene traversal with reflective surfaces.
Using standard 3D reconstruction techniques, we have the capability to transform real scenes into a geometric representation similar to the unordered triangle list introduced in class. We wish to allow users to traverse this virtual scene, rendering it realistically and with reflective surfaces in real-time. This requires detection of reflective surfaces (either manual or autonomous), and other techniques to speed up the ray-tracing process. One possible technique is texture baking, where we take advantage of the properties of diffuse surfaces, allowing us to rasterize instead of ray trace.
- Convert 3D real scene reconstructions into ray-traceable scene
- Build a tool to automatically do the conversion, or modify the pathtracer to load that type of file
- Add textured surfaces to the pathtracer
- Maybe add normal maps
- Mesh simplification
- Perform hardware acceleration + texture baking to allow faster rendering
- With texture baking, some of the scene could be rasterized instead of raytraced without a decrease in quality (and a huge increase in speed).
- Automatically detect (or hand paint) non-diffuse surfaces to be ray-traced (windows, mirrors, glass)
- Fast enough that user can walk through scene in real-time (like a videogame)
- Quality: realistic, real-time
- How many reflections can we have?
- Tradeoffs between speed and quality
- e.g. What fraction of the scene needs to be diffuse?
- Real-time ray tracing vs. tricks
- How does it compare to non-raytracing methods? (https://youtu.be/FtLkF8HVEco?t=170)
- Most work can be done in parallel because the new features are relatively orthogonal
- Weeks 1 & 2:
- Conversion from unordered list triangle meshes into readable format for pathtracer
- Texture baking and materials with texture & normal maps (diffuse objects)
- Weeks 3 & 4:
- Hardware acceleration in CUDA or OpenCL (if other methods don’t speed it up enough)
- Reflective surface ray-tracing using reconstructed scenes
- Relighting a reconstructed real scene
- Environment mapping windows?
- Pathtracer (Project 3) will be our core system, and we will build off of it
- 3D Reconstruction from OpenARK, https://github.com/augcog/openark
- Languages: C++, CUDA
- Technologies: Intel Realsense, OpenGL, …