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Feature Story: The Center for Interactive Ray-Tracing and Photo Realistic Visualization The SCI Institute is honored to host a new Center of Excellence for Interactive Ray-Tracing and Photo Realistic Visualization dedicated to the development of tools for interactively visualizing large-scale datasets on the fly with advanced lighting and material models that help users understand the subtle detail in high-fidelity datasets. The Center of Excellence program is funded by the state of Utah to accelerate the commercialization of promising technologies developed at the state's Universities. Almost every modern computer comes with a graphics processing unit (GPU) that implements an object-based graphics algorithm for fast 3-D graphics. The object-based algorithm in these chips was developed at the University of Utah in the 1970s. While these chips are extremely effective for video games and the visualization of moderately sized models, they cannot interactively display many of the large models that arise in computer-aided design, film animation, and scientific visualization. Researchers at the University of Utah have demonstrated that image-based ray tracing algorithms are more suited for such large-scale applications. A substantial code base has been developed in the form of two ray tracing programs. The new Center aims to improve and integrate these programs to make them appropriate for commercial use.
The primary objective of the new Center is to create a series of licensable products based on the University of Utah's ray-tracing and photo-realistic rendering software. We are focusing on the development and commercialization of two primary software packages, The Manta Interactive Ray Tracing system and The Galileo High Quality Batch Rendering system. Manta focuses on creating interactivity for very-large datasets with high image quality. Galileo creates high-fidelity images such as would be required for virtual prototypes of new products or for final renderings of computer-generated motion pictures. Manta Interactive Ray Tracer In 2004, we began development of Manta, formalizing the architecture of the original real-time ray tracer and addressing some of the issues we discovered when trying to make it an interactive program. Manta is designed to be extensible and to accommodate many forms of interactive ray tracing. It is this source code base that we are commercializing in the new Center.
![]() Galileo Batch Rendering System Highly realistic rendering using ray tracing has its roots in neutron tracing developed for the Manhattan Project in the 1940s. For difficult geometric configurations where accuracy is needed, following individual neutrons through random interactions was found to be the only feasible solution. For predicting the light flow in complex environments, the same basic issues arise, and ray tracing has been the dominant technology for engineering applications. In the 1980s researchers at CalTech, Cornell, Utah, and Pixar developed ray tracing techniques for light transport in complex environments. In the 1990s these techniques were generalized for more difficult configurations where ray tracing was seen as the only feasible approach. In this decade advances have been made to add practical support for measured photometric data as well as geometry from CAD programs used for engineering design.
In the last ten years at the University of Utah, there has been a great effort on two problems important for making batch ray tracing practical for engineering design applications. First, we have developed Galileo, a robust infrastructure that allows parallel execution of light transport using path tracing. The design philosophy of this code is that clean operation for very complex models will take priority over efficiency for small models and datasets. In addition, Galileo is a physically-based program that stays faithful to the underlying physics and is thus ideal for predictive applications. A particular strength is that Galileo can use measured photometric properties as well as handle wavelength-based effects such as fluorescence and diffraction. As part of the Center we will add support for polarization, crucial for applications such as cockpit design where much of the light reaching the pilot is polarized, and the image seen through polarized sunglasses can be very different than that generated from an unpolarized simulation.
These two systems provide a powerful, complementary set of technologies. A hybrid combination of these two state-of-the-art systems will produce a system that offers high quality interactive visualization for the world's most challenging problems. |
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