3 Computer Vision News Computer Vision News RayGauss This does not come without its challenges. The biggest challenge for the team was clearly the implementation, because efficiently calculating the intersections between rays and the irregularly distributed primitives in the scene is no easy task. How did Hugo solve this challenge? “I solved this challenge by using a bounding volume hierarchy (BVH),” Hugo explains. “It is an acceleration structure that allows us to efficiently query ray-primitive intersections and particularly in the case where these primitives are irregularly distributed.” Without this acceleration structure, it would have been much slower and he wouldn't have achieved such rendering times. Is this what makes the Best Paper of the conference? Hugo thought about this and believes that the main quality of this paper comes from being precise and rigorous, like for instance, the physical scene representation is precise, each term is defined and what they do is defined: primitives are defined to emit and absorb light; then from this representation, the global representation of the whole scene is deduced. Being rigorous about both the representation and the implementation is really valuable! Thank you Nicolas Lissarrague (LARSH-Devisu - UPHF) and Alexis Heloir (LAMIH UMR CNRS 8201 - UPHF / INSA Hauts-de-France) for providing this dataset.
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