skip to main content
research-article

Phantom Ray-Hair Intersector

Published:24 August 2018Publication History
Skip Abstract Section

Abstract

We present a new approach to ray tracing swept volumes along trajectories defined by cubic Bézier curves. It performs at two-thirds of the speed of ray-triangle intersection, allowing essentially even treatment of such primitives in ray tracing applications that require hair, fur, or yarn rendering.

At each iteration, we approximate a radially symmetric swept volume with a tangential cone. A distance from the ray-cone intersection to the cone's base is then used to compute the next curve parameter t. When this distance is zero, the ray intersects the swept volume and the cone at the same point and we stop the iterations. To enforce continuity of the iterative root finding, we introduce "phantom" intersection, padding the cone until it touches the ray if the ray-cone intersection does not exist.

References

  1. Tobias Grønbeck Andersen, Viggo Falster, Jeppe Revall Frisvad, and Niels Jørgen Christensen. 2016. Hybrid Fur Rendering: Combining Volumetric Fur with Explicit Hair Strands. Vis. Comput. 32, 6-8 (June 2016), 739--749. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Rasmus Barringer, Carl Johan Gribel, and Tomas Akenine-Möller. 2012. High-quality Curve Rendering using Line Sampled Visibility. ACM Trans. Graph. 31, 6, Article 162 (Nov. 2012), 10 pages. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Carsten Benthin, Ingo Wald, and Philipp Slusallek. 2006. Techniques for Interactive Ray Tracing of Bézier Surfaces. Journal of Graphics Tools 11, 2 (2006), 1--16.Google ScholarGoogle ScholarCross RefCross Ref
  4. Willem F. Bronsvoort and Fopke Klok. 1985. Ray Tracing Generalized Cylinders. ACM Trans. Graph. 4, 4 (Oct. 1985), 291--303. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Matt Jen-Yuan Chiang, Benedikt Bitterli, Chuck Tappan, and Brent Burley. 2015. A Practical and Controllable Hair and Fur Model for Production Path Tracing. In SIGGRAPH Talks. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Per H. Christensen and Wojciech Jarosz. 2016. The Path to Path-Traced Movies. Foundations and Trends® in Computer Graphics and Vision 10, 2 (2016). Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Tom Duff, James Burgess, Per Christensen, Christophe Hery, Andrew Kensler, Max Liani, and Ryusuke Villemin. 2017. Building an Orthonormal Basis, Revisited. Journal of Computer Graphics Techniques (JCGT) 6, 1 (27 March 2017), 1--8.Google ScholarGoogle Scholar
  8. Luca Fascione, Johannes Hanika, Marcos Fajardo, Per Christensen, Brent Burley, and Brian Green. 2017. Path Tracing in Production - Part 1: Production Renderers. In ACM SIGGRAPH 2017 Courses (SIGGRAPH'17). Article 13, 39 pages. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. M.C.R. Fuster and V.D Sedykh. 1995. On the Number of Singularities, Zero Curvature Points and Vertices of a Simple Convex Space Curve. J Geom 52, 168 (1995).Google ScholarGoogle ScholarCross RefCross Ref
  10. Lee Griggs. 2018. Arnold for Maya User Guide 5.Google ScholarGoogle Scholar
  11. Sunil Hadap, Marie-Paule Cani, Ming Lin, Tae-Yong Kim, Florence Bertails, Steve Marschner, Kelly Ward, and Zoran Kaćić-Alesić. 2007. Strands and Hair: Modeling, Animation, and Rendering. In ACM SIGGRAPH 2007 Courses (SIGGRAPH'07). 1--150. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. James T. Kajiya. 1982. Ray Tracing Parametric Patches. SIGGRAPH Comput. Graph. 16, 3 (July 1982), 245--254. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. J. T. Kajiya and T. L. Kay. 1989. Rendering Fur with Three Dimensional Textures. SIGGRAPH Comput. Graph. 23, 3 (July 1989), 271--280. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Mark Lee, Brian Green, Feng Xie, and Eric Tabellion. 2017. Vectorized Production Path Tracing. In Proceedings of High Performance Graphics (HPG'17). Article 10, 11 pages. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Jerome Lengyel, Emil Praun, Adam Finkelstein, and Hugues Hoppe. 2001. Real-time Fur over Arbitrary Surfaces. In Proceedings of the 2001 Symposium on Interactive 3D Graphics (I3D'01). 227--232. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Timothy Martin, Wolfgang Engel, Nicolas Thibieroz, Jason C. Yang, and Jason Lacroix. 2014. TressFX: Advanced Real-time Hair Rendering. In GPU Pro 5, Wolfgang Engel (Ed.). CRC Press, 193--209.Google ScholarGoogle Scholar
  17. Jorge R. Martins. 2016. Cone Tracing of Human Hair Fibers. Master's thesis. Técnico Lisboa, Instituto Superior Técnico, University of Lisbon, Lisboa, Portugal.Google ScholarGoogle Scholar
  18. J. S. Morrel. 1961. The Physics of Collision at Sea. Journal of Navigation 14, 2 (1961), 163--184.Google ScholarGoogle ScholarCross RefCross Ref
  19. Koji Nakamaru and Yoshio Ohno. 2002. Ray Tracing for Curves Primitive. In WSCG. 311--316.Google ScholarGoogle Scholar
  20. Nvidia. 2017. NVIDIA HairWorks. (2017). https://developer.nvidia.com/hairworksGoogle ScholarGoogle Scholar
  21. Steven G. Parker, James Bigler, Andreas Dietrich, Heiko Friedrich, Jared Hoberock, David Luebke, David McAllister, Morgan McGuire, Keith Morley, Austin Robison, and Martin Stich. 2010. OptiX: A General Purpose Ray Tracing Engine. In ACM SIGGRAPH 2010 Papers (SIGGRAPH'10). Article 66, 13 pages. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Arsène Pérard-Gayot, Martin Weier, Richard Membarth, Philipp Slusallek, Roland Leissa, and Sebastian Hack. 2017. RaTrace: Simple and Efficient Abstractions for BVH Ray Traversal Algorithms. In Proceedings of the 16th ACM SIGPLAN International Conference on Generative Programming: Concepts and Experiences (GPCE 2017). ACM, New York, NY, USA, 157--168. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Lena Petrovic, Mark Henne, and John Anderson. 2005. Volumetric methods for simulation and rendering of hair. Pixar Animation Studios 2, 4 (2005).Google ScholarGoogle Scholar
  24. Matt Pharr, Wenzel Jakob, and Greg Humphreys. 2016. Physically Based Rendering: From Theory to Implementation (3rd ed.). Morgan Kaufmann Publishers Inc., San Francisco, CA, USA. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Hao Qin, Menglei Chai, Qiming Hou, Zhong Ren, and Kun Zhou. 2014. Cone Tracing for Furry Object Rendering. IEEE Trans. Vis. Comput. Graph. 20 (2014), 1178--1188. Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Zhong Ren, Kun Zhou, Tengfei Li, Wei Hua, and Baining Guo. 2010. Interactive Hair Rendering Under Environment Lighting. In ACM SIGGRAPH 2010 Papers (SIGGRAPH'10). Article 55, 8 pages. Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Alexander Reshetov. 2017. Exploiting Budan-Fourier and Vincent's Theorems for Ray Tracing 3D Bézier Curves. In Proceedings of High Performance Graphics (HPG 17). Article 5, 11 pages. Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Nasim Sedaghat. 2010. Real-time Hair Modeling and Rendering Using Ray Tracing on GPU: Introducing "Continual Cylinders" to Represent Hairs. Lambert Academic Publishing.Google ScholarGoogle Scholar
  29. Erik Sintorn and Ulf Assarsson. 2009. Hair Self Shadowing and Transparency Depth Ordering Using Occupancy Maps. In Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games (I3D'09). 67--74. Google ScholarGoogle ScholarDigital LibraryDigital Library
  30. Jarke J. van Wijk. 1985. Ray tracing objects defined by sweeping a sphere. Computers 8 Graphics 9, 3 (1985), 283--290.Google ScholarGoogle Scholar
  31. Kelly Ward, Florence Bertails, Tae-Yong Kim, Stephen R. Marschner, Marie-Paule Cani, and Ming C. Lin. 2006. A survey on hair modeling: styling, simulation, and rendering. In IEEE Transaction on Visualization and Computer Graphics. 213--234. Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Wikipedia. 2016. Root-finding Algorithms -- Wikipedia, The Free Encyclopedia. (2016). https://en.wikipedia.org/wiki/Category:Root-findingalgorithmsGoogle ScholarGoogle Scholar
  33. Sven Woop, Carsten Benthin, Ingo Wald, Gregory S Johnson, and Eric Tabellion. 2014. Exploiting Local Orientation Similarity for Efficient Ray Traversal of Hair and Fur. In High Performance Graphics. 41--49. Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. Kui Wu and Cem Yuksel. 2017. Real-time Fiber-level Cloth Rendering. In Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D '17). Article 5, 8 pages. Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. Ling-Qi Yan, Henrik Wann Jensen, and Ravi Ramamoorthi. 2017a. An Efficient and Practical Near and Far Field Fur Reflectance Model. ACM Trans. Graph. 36, 4, Article 67 (July 2017), 13 pages. Google ScholarGoogle ScholarDigital LibraryDigital Library
  36. Ling-Qi Yan, Chi-Wei Tseng, Henrik Wann Jensen, and Ravi Ramamoorthi. 2015. Physically-accurate Fur Reflectance: Modeling, Measurement and Rendering. ACM Trans. Graph. 34, 6, Article 185 (Oct. 2015), 13 pages. Google ScholarGoogle ScholarDigital LibraryDigital Library
  37. Zhipei Yan, Stephen Schiller, Gregg Wilensky, Nathan Carr, and Scott Schaefer. 2017b. K-curves: Interpolation at Local Maximum Curvature. ACM Trans. Graph. 36, 4, Article 129 (July 2017), 7 pages. Google ScholarGoogle ScholarDigital LibraryDigital Library
  38. Cem Yuksel, Jonathan M. Kaldor, Doug L. James, and Steve Marschner. 2012. Stitch Meshes for Modeling Knitted Clothing with Yarn-level Detail. ACM Trans. Graph. 31, 4, Article 37 (July 2012), 12 pages. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Phantom Ray-Hair Intersector

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in

      Full Access

      • Published in

        cover image Proceedings of the ACM on Computer Graphics and Interactive Techniques
        Proceedings of the ACM on Computer Graphics and Interactive Techniques  Volume 1, Issue 2
        August 2018
        223 pages
        EISSN:2577-6193
        DOI:10.1145/3273023
        Issue’s Table of Contents

        Copyright © 2018 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 24 August 2018
        Published in pacmcgit Volume 1, Issue 2

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article
        • Research
        • Refereed

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader