Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Features
Speaker Deck
PRO
Sign in
Sign up for free
Search
Search
tsukihiができるまで #レイトレ合宿4
Search
がむ
August 27, 2016
Technology
1
9.6k
tsukihiができるまで #レイトレ合宿4
レイトレ合宿4で発表したレンダラーtsukihiの紹介です。
https://sites.google.com/site/raytracingcamp4/
がむ
August 27, 2016
Tweet
Share
More Decks by がむ
See All by がむ
距離関数を極める! / SESSIONS 2024
gam0022
0
690
redflash [portal] renderer / Raytracing Camp 10
gam0022
0
81
つぶやきGLSL解読! / Raytracing Camp 10
gam0022
0
650
LTC(Linearly Transformed Cosines)によるエリアライトのUnity URP実装
gam0022
1
190
redflash [4D] renderer / Raytracing Camp 9
gam0022
0
300
Object Space Raymarching in Unreal Engine 5.2
gam0022
0
550
IFSによるフラクタルのモデリング
gam0022
0
580
Transcendental Cube / グラフィックス解説
gam0022
1
200
redflash revolution renderer / Raytracing Camp 8
gam0022
0
34
Other Decks in Technology
See All in Technology
Kubernetes self-healing of your workload
hwchiu
0
540
Open Table Format (OTF) が必要になった背景とその機能 (2025.10.28)
simosako
2
200
可観測性は開発環境から、開発環境にもオブザーバビリティ導入のススメ
layerx
PRO
0
310
現場の壁を乗り越えて、 「計装注入」が拓く オブザーバビリティ / Beyond the Field Barriers: Instrumentation Injection and the Future of Observability
aoto
PRO
1
600
生成AI時代のPythonセキュリティとガバナンス
abenben
0
140
パフォーマンスチューニングのために普段からできること/Performance Tuning: Daily Practices
fujiwara3
2
130
SOTA競争から人間を超える画像認識へ
shinya7y
0
480
From Natural Language to K8s Operations: The MCP Architecture and Practice of kubectl-ai
appleboy
0
220
Okta Identity Governanceで実現する最小権限の原則 / Implementing the Principle of Least Privilege with Okta Identity Governance
tatsumin39
0
170
プロダクト開発と社内データ活用での、BI×AIの現在地 / Data_Findy
sansan_randd
0
130
SCONE - 動画配信の帯域を最適化する新プロトコル
kazuho
1
380
コンパウンド組織のCRE #cre_meetup
layerx
PRO
1
270
Featured
See All Featured
Navigating Team Friction
lara
190
15k
Building a Modern Day E-commerce SEO Strategy
aleyda
44
7.8k
Six Lessons from altMBA
skipperchong
29
4k
Templates, Plugins, & Blocks: Oh My! Creating the theme that thinks of everything
marktimemedia
31
2.6k
A designer walks into a library…
pauljervisheath
209
24k
Practical Tips for Bootstrapping Information Extraction Pipelines
honnibal
PRO
23
1.5k
Distributed Sagas: A Protocol for Coordinating Microservices
caitiem20
333
22k
Java REST API Framework Comparison - PWX 2021
mraible
34
8.9k
Code Reviewing Like a Champion
maltzj
526
40k
Writing Fast Ruby
sferik
630
62k
Bash Introduction
62gerente
615
210k
It's Worth the Effort
3n
187
28k
Transcript
CPU RENDER tsukihi Sho Hosoda / @gam0022
None
UTVLJIJ͕Ͱ͖Δ·Ͱ 1
͓ “Rendering a beautiful image within 5 minutes.”
ϨΠϚʔνϯά×ύετϨʔγϯά ̑Ͳ͜Ζ͔ ̑࣌ؒͩͬͨ…
Ͳ͏ͬͯ ̑Ҏʹඳը͢Δʁ
४උ࣌ؒ εΩϧΓͳ͍ʜʜ
ઓུ ٖࣅදݱͰޡຐԽͦ͏ʂ
UTVLJIJͷಛ 2
⁞ϨΠͱγʔϯͷিಥఆϨΠϚʔνϯά ϥϯόʔτࣹʹΑΔݹయతͳγΣʔσΟϯά ٖࣅ"0ٖࣅίʔςΟΫεΛՃ্࣭͑ͯ
⁞ϨΠͱγʔϯͷিಥఆϨΠϚʔνϯά ϥϯόʔτࣹʹΑΔݹయతͳγΣʔσΟϯά ٖࣅ"0ٖࣅίʔςΟΫεΛՃ্࣭͑ͯ
w ڑؔʢӄؔʣͰදݱ͞Εͨγʔϯͱ ϨΠͱͷަΛۙతʹٻΊΔख๏ w ϑϥΫλϧਤܗڑؔͰఆٛͰ͖Δ w ࢀߟࢿྉʢ4MJEF4IBSFʣ γΣʔμ͚ͩͰੈքΛΔʂUISFFKTʹΑΔϨΠϚʔνϯά ϨΠϚʔνϯά
struct RaymarchingSphere : public RaymarchingObject { public: RaymarchingSphere(const Vec3 &position,
const double scale, const Color &emission, const Color &color, const ReflectionType reflection_type) : RaymarchingObject(position, scale, emission, color, reflection_type) { } double distanceFunction(const Vec3 &p) const { return length(p - position) - scale; } }; code ϨΠϚʔνϯάͷΦϒδΣΫτͷఆٛ 3BZNBSDIJOH0CKFDUΛܧঝͯ͠EJTUBODF'VODUJPOΛ࣮͢ΕΑ͍ઃܭ
const double mengerSpongeLoop(const Vec3& p) const { double d =
0.0; const double one_third = 1.0 / 3.0; for (int i = 0; i < 4; i++) { double k = pow(one_third, i); double kh = k * 0.5; d = std::max(d, -crossBar(mod(p + kh, k * 2.0) - kh, k * one_third)); } return d; } code ϝϯΨʔͷεϙϯδͷແݶ൛ͷڑؔ
⁞ϨΠͱγʔϯͷিಥఆϨΠϚʔνϯά ϥϯόʔτࣹʹΑΔݹయతͳγΣʔσΟϯά ٖࣅ"0ٖࣅίʔςΟΫεΛՃ্࣭͑ͯ
w ී௨ͷϥϯόʔτࣹ w ޫݯٿޫݯͷΈ w ڑͷٯଇʹΑΔޫͷݮਰ ݹయతͳγΣʔσΟϯά
⁞ϨΠͱγʔϯͷিಥఆϨΠϚʔνϯά ϥϯόʔτࣹʹΑΔݹయతͳγΣʔσΟϯά ٖࣅ"0ٖࣅίʔςΟΫεΛՃ্࣭͑ͯ
w ΦϯϥΠϯϨϯμϦϯάͷσϞγʔϯͰ ༻͍ΒΕΔख๏Ͱ"0ιϑτγϟυΛٖࣅදݱ w ίʔςΟΫεٖࣅදݱʢྗٕʣ ٖࣅදݱʹΑΔ্࣭
"0ແ "0༗ ݀ͷःณ෦͕҉͘ͳΔ ٖࣅ"0
"0ແ "0༗ ٖࣅͱ͍͑ɺޮՌൈ܈ ٖࣅ"0
inline double calcAO(const Vec3 pos, const Vec3 normal) { double
k = 1.0, occluded = 0.0; for (int i = 0; i < 5; i++) { double length = 1.5 * i; double distance = map(normal * length + pos); occluded += (length - distance) * k; k *= 0.3; } return clamp(1.0 - occluded, 0.0, 1.0); } code ٖࣅ"0
ٖࣅ"0 occluded += (length - distance) * k; ःณͳ͠ EJTUBODFMFOHUI
ःณ͋Γ EJTUBODFMFOHUI
ٖࣅίʔςΟΫε ٖࣅίʔςΟΫε ύετϨʔγϯάʹΑΔ ίʔςΟΫε
inline double calcCaustics(const Vec3 pos, const Vec3 light_dir, const double
distance) { for (int i = 0; i < 20; i++) { Vec3 p = pos + light_dir * depth_to_refraction; d_to_refraction = refraction_map(p); if (std::abs(distance - depth_to_refraction) < kEPS || depth_to_refraction > depth_to_other) break; if (std::abs(d_to_refraction) < kEPS) { Vec3 n = calcRefractionNormal(p); return 1.0 + pow(1.07 * std::max(dot(n, -light_dir), 0.0), 100.0); } depth_to_refraction += d_to_refraction; } return 1.0; } code ٖࣅίʔςΟΫε
ٖࣅίʔςΟΫε w EPU O MJHIU@EJS MJHIU@EJSিಥ͔ΒޫݯͷϕΫτϧ O۶ંΦϒδΣΫτͷ๏ઢ
w ୯७ͳੵ͕ͩɺٿମʹݶΓͦΕͬΆ͘ͳΔ w ಾͷͱ͍͏ఆ return 1.0 + pow(1.07 * std::max(dot(n, -light_dir), 0.0), 100.0);
1280x960px 4spp 37.24sec @Core i7-6700K 4core Λେ͖͘Լճͬͨʂ
ιʔείʔυ w IUUQTHJUIVCDPNHBNUTVLJIJ w FEVQUΛGPSL࣮ͯ͠ʢIPMF͞Μʹײँʂʣ w དྷͦ͜ύετϨΛ͍ͨ͠