Improved Shader and Texture Level of Detail Using Ray Cones
Tomas Akenine-Möller ; Cyril Crassin ; Jakub Boksansky ; Laurent Belcour ; Alexey Panteleev ; Oli Wright(article)
Abstract
In real-time ray tracing, texture filtering is an important technique to increase image quality. Current games, such as Minecraft with RTX on Windows 10, use ray cones to determine texture-filtering footprints. In this paper, we present several improvements to the ray-cones algorithm that improve image quality and performance and make it easier to adopt in game engines. We show that the total time per frame can decrease by around 10% in a GPU-based path tracer, and we provide a public-domain implementation.
BibTex references
@article{ACBBPW21,
author = {Tomas Akenine-Möller and Cyril Crassin and Jakub Boksansky and Laurent Belcour and Alexey Panteleev and Oli Wright},
title = {Improved Shader and Texture Level of Detail Using Ray Cones},
url = {https://jcgt.org/published/0010/01/01/paper.pdf, Paper},
year = {2021},
date = {2021-04-27},
journal = {Journal of Computer Graphics Techniques},
volume = {2021},
}
author = {Tomas Akenine-Möller and Cyril Crassin and Jakub Boksansky and Laurent Belcour and Alexey Panteleev and Oli Wright},
title = {Improved Shader and Texture Level of Detail Using Ray Cones},
url = {https://jcgt.org/published/0010/01/01/paper.pdf, Paper},
year = {2021},
date = {2021-04-27},
journal = {Journal of Computer Graphics Techniques},
volume = {2021},
}