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Moana on OWL/OptiX (Oct 2020)
(https://ingowald.blog/2020/10/26/moana-on-rtx-first-light/)
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"VisII - A Python-Scriptable Virtual Scene Imaging Interface (2020)
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"Ray Tracing Structured AMR Data Using ExaBricks". I Wald, S Zellmann, W Usher, N Morrical, U Lang, and V Pascucci. IEEE TVCG(Proceedings of IEEE Vis 2020).
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"Accelerating Force-Directed Graph Drawing with RT Cores". S Zellmann, M Weier, I Wald, IEEE Vis Short Papers 2020.
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"A Virtual Frame Buffer Abstraction for Parallel Rendering of Large Tiled Display Walls". M Han, I Wald, W Usher, N Morrical, A Knoll, V Pascucci, C R Johnson. IEEE Vis Short Papers 2020.
(http://www.sci.utah.edu/~wald/Publications/2020/dw2/dw2.pdf)
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"Spatial Partitioning Strategies for Memory-Efficient Ray Tracing of Particles". P Gralka, I Wald, S Geringer, G Reina, Th Ertl. IEEE Symposium on Large Data Analysis and Viusalization (LDAV) 2020.
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"Finding Efficient Spatial Distributions for Massively Instanced 3-d Models". S Zellmann, N Morrical, I Wald, V Pascucci. Eurographics Symposium on Parallel Graphics and Visualization (EGPGV 2020).
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"High-Quality Rendering of Glyphs Using Hardware-Accelerated Ray Tracing". S Zellmann, M Aumüller, N Marshak, I Wald. Eurographics Symposium on Parallel Graphics and Visualization (EGPGV 2020).
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"RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location". I Wald, W Usher, N Morrical, L Lediaev, and V Pascucci. In High Performance Graphics Short Papers, 2019
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"Using Hardware Ray Transforms to Accelerate Ray/Primitive Intersections for Long, Thin Primitive Types". I Wald, N Morrical, S Zellmann, L Ma, W Usher, T Huang, V Pascucci. Proceedings of the ACM on Computer Graphics and Interactive Techniques (Proceedings of High Performance Graphics), 2020
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"Efficient Space Skipping and Adaptive Sampling of Unstructured Volumes Using Hardware Accelerated Ray Tracing. N Morrical, W Usher, I Wald, V Pascucci. In IEEE VIS Short Papers, 2019
The OWL repo itself contains a list of samples intended to only highlight/demonstrate certain individual technologies such as how to create a group, how to do multi-level instancing, etc. Here a overview over some of those:
The latest sample, demonstrating multi-level instancing:
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One geometry that contains exactly one pyramid
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N levels of instances, each of which creates four shifted and scaled instances of the previous level
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Number of levels configurable via command-line, via
--num-levels <N>
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Extends
ll05
by replacing some of the spheres with boxes -
Boxes are realized as triangle meshes, and organized in three different geometries (again, once per material).
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To support both boxes and user geometries this sample is the first to use two different groups (one triangle group, one user geom group)
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In this sample, device-code traces into the two different groups sequentially, then picks the closer of the two hitpoints
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The first-ever "real" example that re-implements Ingo Wald original OptiX-6 based "Ray Tracing in one Weekend" example with OWL.
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Three different CH programs - one each for Lambertian, Metal, and Dielectric.
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Spheres are organized in three different geometry groups (one per material type), each of which has multiple spheres.
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Material parameters are stored per-material, in a buffer per each geometry (i.e., the Lambertian spheres geom has a buffer of Lambertian material data, etc).
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Similar to ll03, except that bounds are computed via a bounding box program
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Bounds program specified in the device-program, and added to the user geometry type, then automatically run on device (on owl-allocated memory) when the accel structure needs rebuild (same as OptiX 6 bounds program).
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Replaces the triangle meshes in ll02 with user geometry
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User geometry uses an intersection program to implement a sphere shape
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in this sample, bounding box information for user geoms is passed via a (host-supplied) buffer of precomputed bounding boxes
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Replaces single box with eight different ones
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Each box is its own triangle mesh, with its own SBT entry
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SBT entry stores the material data, closest-hit shader pulls this to shade boxes with different colors.
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Still one accel that contains all eight meshes
This was the very first sample ever implemented for OWL (at a time when OWL could do exactly this sample, and nothing else).
Key features:
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a single triangle mesh (the box) with a single SBT entry
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a single bottom-level acceleration structure
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a minimalistic miss program that uses launch index to compute the black-and-red-squares pattern
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a closest-hit program that computes geometry normal and dot N-dot-D shading.