G. Ward et M. Simmons, The holodeck ray cache: An interactive rendering system for global illumination in nondiffuse environments, ACM T GRAPH, 18(4), 1999, pp. 361-398
We present a new method for rendering complex environments using interactiv
e, progressive, view-independent, parallel ray tracing. A four-dimensional
holodeck data structure serves as a rendering target and caching mechanism
for interactive walk-throughs of nondiffuse environments with full global i
llumination. Ray sample density varies locally according to need, and on-de
mand ray computation is supported in a parallel implementation. The holodec
k file is stored on disk and cached in memory by a server using a least-rec
ently-used (LRU) beam-replacement strategy. The holodeck server coordinates
separate ray evaluation and display processes, optimizing disk and memory
usage. Different display systems are supported by specialized drivers, whic
h handle display rendering, user interaction, and input. The display driver
creates an image from ray samples sent by the server and permits the manip
ulation of local objects, which are rendered dynamically using approximate
lighting computed from holodeck samples. The overall method overcomes many
of the conventional Limits of interactive rendering in scenes with complex
surface geometry and reflectance properties, through an effective combinati
on of ray tracing, caching, and hardware rendering.