第 5 章 まとめと課題
5.2 今後の課題
3章での実験から,BVHの木構造の分岐数を増やすことによって使用メモリ量が削減 されることは確認できた.しかし,高速化については4章で述べたとおり,満足の行く結 果は得られなかった.より高速なレイトレーシングを実現するためには,近年の研究成果 で用いられている技術を4分木にも適用していく必要があるだろう.
また,本論文が1本のレイをそれぞれトラバースする手法を用いている背景には,写実 的なレンダリングではコヒーレンスが乱れることが多く,パケットトラバースが機能しな い可能性があると考えているからである.この問題については推測を元に述べているが,
実際にそのようなレンダリングを行った場合にパケットトラバースと速度を比べる必要が あると思われる.そのためにも,本手法を用い大域照明を考慮した写実的なレンダリング を実装する必要があるだろう.
本研究に関する研究発表
1. 木村秀敬,宮田一乘.レイトレーシングのための4分木バウンディングボリューム 階層の構築.映像表現フォーラム:画像電子学会 第232回研究会,March,2007.
(発表予定)
2. 木村秀敬,宮田一乘.SIMD命令を用いた木探索によるレイトレーシングの高速化.
CGアニメーションカンファレンス,March,2007.(発表予定)
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