Kalman filtering: theory and practice
Kalman filtering: theory and practice
Adaptive filter theory (3rd ed.)
Adaptive filter theory (3rd ed.)
Octree-R: An Adaptive Octree for Efficient Ray Tracing
IEEE Transactions on Visualization and Computer Graphics
Theoretical and experimental aspects of ray shooting
Theoretical and experimental aspects of ray shooting
KD-tree acceleration structures for a GPU raytracer
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Introduction to real-time ray tracing
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
A method for initialising the K-means clustering algorithm using kd-trees
Pattern Recognition Letters
B-KD trees for hardware accelerated ray tracing of dynamic scenes
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Fast kd-tree construction for 3D-rendering algorithms like ray tracing
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part II
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The generation of natural and photorealistic images in computer graphics, normally make use of a well known method called ray tracing. Ray tracing is being adopted as a primary image rendering method in the research community for the last few years. With the advent of todays high speed processors, the method has received much attention over the last decade. Modern power of GPUs/CPUs and the accelerated data structures are behind the success of ray tracing algorithms. kd -tree is one of the most widely used data structures based on surface area heuristics (SAH). The major bottleneck in kd -tree construction is the time consumed to find optimum split locations. In this paper, we propose a prediction algorithm for animated ray tracing based on Kalman and Wiener filters. Both the algorithms successfully predict the split locations for the next consecutive frame in the animation sequence. Thus, giving good initial starting points for one dimensional search algorithms to find optimum split locations --- in our case parabolic interpolation combined with golden section search. With our technique implemented, we have reduced the "running kd -tree construction" time by between 78% and 87% for dynamic scenes with 16.8K and 252K polygons respectively.