| Real time rendering is an important branch of computer graphics.However,the inherent defects of rasterized pipelines have led to bottlenecks in the development of real-time rendering technology.In recent years,with the launch of NVIDIA Turing architecture graphics cards,the addition of real-time ray tracing features has made real-time rendering more possible.Combining real-time ray tracing with traditional rasterization algorithms has become the mainstream research direction in real-time rendering.How to improve the rendering frame rate and achieve better visual effects while maintaining smooth graphics are current research hotspots.Based on the above issues,this article conducts research on shadow and reflection rendering based on ray tracing.The main tasks completed in the thesis are as follows:(1)In response to the problem of high scene complexity in ray tracing shadow rendering algorithm,this article proposes the interleaved sampling ray tracing shadow rendering algorithm(ISRT).The algorithm blocks and recombines the scenes in the G-buffer,calculates shadows in low resolution scenes,and finally restores the calculation results to the original scene.This algorithm reduces the scene complexity during ray tracing calculations and accelerates shadow calculations compared to ray tracing algorithms.The experimental results show that the proposed algorithm has improved performance compared to the original algorithm in both static and dynamic scenes.(2)This thesis proposes the half-resolution temporal supersampling ray tracing reflection rendering algorithm(HRTSSRT)based on temporal supersampling to address the blurring problem caused by the overlap between the current frame pixel and the previous frame pixel in the re projection of the half-resolution sampling ray tracing reflection rendering algorithm,as well as the edge blurring problem caused by pixel group ray multiplexing.The algorithm eliminates the ray reuse results of pixel occlusion and object edge errors in historical frames by reusing additional depth information recorded in the 3×3 pixel group of historical frames based on the 2×2pixel group,and improves image blur and object edge blur.The experimental results show that the proposed algorithm has improved image accuracy compared to the original algorithm in both static and dynamic scenes.(3)In response to the ghost problem caused by temporal anti-aliasing in the SVGF(Spatiotemporal Variance-Guided Filter)denoising algorithm,this thesis proposes the improved temporal anti-aliasing for SVGF algorithm(ITAASVGF).The algorithm converts the colors in temporal anti-aliasing to the YCg Co color space for tone mapping and inverse transformation,effectively reducing flicker.It also uses variance clip based clip truncation to further eliminate residual jitter on the screen.Compared to the original algorithm,it ensures the stability between the resulting sequence frames and reduces ghost effects.The experimental results show that the proposed algorithm has improved image accuracy and stability compared to the original algorithm in dynamic scenes.Figure [33] Table [22] Reference [60]... |