Texture-Space Ray Tracing for Transparent Object Rendering

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Solution Overview

Problem

Existing methods for rendering transparent and translucent objects in computer graphics are inefficient, particularly in real-time applications like video games, as they either take too long or result in poor quality due to the complexity of sorting and blending surfaces.

Innovation Solution

A hybrid approach combining object-space ray tracing with texture-space parametrization and integration, where surface normal and world space coordinates are stored in textures, allowing for efficient ray tracing and lighting computation, and storing results in a texture map for final rendering.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If full ray tracing is used to render transparent or translucent objects, then rendering quality is improved, but rendering time increases significantly (hours or days per frame)

Engineering Contradiction:
Improverendering qualityVSAvoidrendering time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent segments the rendering process into multiple passes: a first pass performs ray tracing for opaque objects and stores results in a frame buffer, while a second pass handles transparent and translucent objects by compositing rays with the frame buffer. This segmentation allows each pass to be optimized independently, achieving real-time rendering quality without the computational burden of tracing all objects in a single pass.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent performs preliminary ray tracing for opaque objects in a first pass before rendering transparent objects in a second pass. By pre-computing the frame buffer with opaque object lighting and geometry, the second pass can focus solely on transparent objects with optimized compositing operations, significantly reducing overall rendering time while maintaining quality.

Inventive Principle:
Principle #10Preliminary action

2Productivity

If conventional blending techniques are used to render transparent objects, then rendering speed is improved for real-time applications, but rendering quality deteriorates

Engineering Contradiction:
Improverendering speedVSAvoidrendering quality
Core Design Contradiction:
ProductivityVSMeasurement precision

Solution Approach 1:

The patent replaces conventional rasterization-based blending mechanisms with ray tracing mechanisms for handling transparent and translucent objects. By using ray tracing to compute light transport through transparent objects and compositing the results with the frame buffer, the system achieves both real-time performance and high rendering quality, eliminating the need for complex surface sorting and blending operations.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Measurement precision

If surfaces are sorted by depth to achieve correct transparency blending, then rendering accuracy is improved, but computational complexity and time increase significantly

Engineering Contradiction:
Improvetransparency blending accuracyVSAvoidsurface sorting complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

Instead of sorting surfaces by depth and blending from farthest to nearest (the conventional approach), the patent inverts the approach by using ray tracing to compute light transport from the camera through transparent objects in a single pass. This inversion eliminates the need for surface sorting entirely, as rays naturally traverse objects in the correct order based on their geometric position and transparency properties.

Inventive Principle:
Principle #13The other way round (Inversion)

Solution Approach 2:

The patent extracts transparent and translucent objects from the conventional rendering pipeline and handles them separately through a dedicated second pass. By isolating these objects and using ray tracing with frame buffer compositing, the system eliminates the need for complex surface sorting algorithms while maintaining accurate transparency blending, thus reducing overall computational complexity.

Inventive Principle:
Principle #2Taking out (Extraction)

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enables visually convincing light transport through transparent and translucent objects in real-time, handling refraction, index-of-refraction transitions, and optical attenuation, suitable for both static and animated objects in video games.

Implementation Method 1

determining a direction of a refraction vector at the location on the surface of the transparent object corresponding to the valid position value, wherein the direction of the refraction vector is based on a surface normal value at the location on the surface of the transparent object corresponding to the valid position value obtained from the first data structure, the position value in world space for the location on the surface of the transparent object obtained from the second data structure, and a camera location of a camera that is capturing an image of the scene

Methodology Applied
Scientific EffectRefraction: Refraction

Implementation Method 2

the translucent object comprises a light-scattering medium; generating an inverted normal vector from the location on the surface of the translucent object corresponding to the valid position value; identifying a location inside the translucent object along the inverted normal vector; performing ray tracing by launching a plurality of rays from the location inside the translucent object along the inverted normal vector

Methodology Applied
Scientific EffectLight scattering: Scattering

Data Source

PatentUS11004253B2Systems and methods for texture-space ray tracing of transparent and translucent objects
Publication Date: 2021.05.11 ELECTRONIC ARTS INC
  • US11004253B2 patent drawing
  • US11004253B2 patent drawing
  • US11004253B2 patent drawing

AI summary

A hybrid approach to rendering transparent or translucent objects combines object-space ray tracing with texture-space parametrization and integration. Transparent or translucent objects are first parameterized using two textures: (1) a texture that stores the surface normal at each location on the transparent or translucent object, and (2) a texture that stores the world space coordinates at each location on the transparent or translucent object. Ray tracing can then be used to streamline and unify the computation of light transport inside thick mediums, such as transparent or translucent objects, with the rest of the scene. For each valid (e.g., visible) location on the surface of a transparent or translucent object, one or more rays are traced through such objects and the resulting lighting is computed in an order-independent fashion. The results are stored in a texture, which is then applied during the final lighting stage.