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INFERNO MENU
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INFERNO FOCUS
INFERNO NEWS
14.08.2004
master thesis released
RForce introduced
NV38Box released
BrookBox released
project log updated
25.05.2004
project log updated
10.05.2004
project log updated
06.05.2004
project log updated
03.05.2004
project log updated
29.03.2004
project log updated
links updated
INFERNO RESEARCH FOCUS

I want to briefly describe my current reserch focus in this project on this page.


Full implementation of method described in [1] on current Geforce FX class GPU

Some parts of the paper are brief (for example how to cast multiple secondary rays) and I need to investigate possible implementation methods. First implementation will be good platform for tests, tweaks and future research. I also check if there are no fatal cave-eats for me.


Investigation of different acceleration structures than uniform grid

I want to focus on:
1. Research of non-uniform acceleration grid strucutre
2. Research of bounding boxes and some kind of LOD system for accelerating ray-triangle intersections
3. Research of some hierarchy acceleration structure


Investigation of use vista buffers

I want to focus on possibility of use some kinds of vista buffers to speed up (primary) rays hit. With encoding object ids as colors, traditional rasterization from eye view, light view or ray view can be used to speed triangle lookup for intersection. I want to investigate jezeq's idea of "vista cube-map generation" to speedup secondary rays.


Investigation of dynamic scene updates

I want investigate possiblities of dynamic changes to data structures stored in GPU. I see main research paths in:

1.Research of dynamic data structure which can be updated using incremental texture uploads and simple GPU operation to apply them.
2.Research of encoding objects geometry in local object space and doing transformation in pixel shaders. Transformations would be uploaded each frame.


Investigation of 'fake' methods to improove image quality or performance

This chapter is open for now. I want to do specific hacks to fit use in today's game engine. I'm not aiming physically correct light behaviour. The performance has higher priority for this project. Under sampling, texture mapping, partial scene raytracing take place here.


[1]PURCELL, T. J., BUCK, I., MARK, W. R., AND HANRAHAN, P.
Ray tracing on programmable graphics Hardware. Proc. SIGGRAPH 2002 (July 2002).
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