Ray tracing NPR-style feature lines
Proceedings of the 7th International Symposium on Non-Photorealistic Animation and Rendering
A parallel algorithm for construction of uniform grids
Proceedings of the Conference on High Performance Graphics 2009
Naive ray-tracing: A divide-and-conquer approach
ACM Transactions on Graphics (TOG)
Compact, fast and robust grids for ray tracing
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Ray tracing dynamic scenes with shadows on GPU
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
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Both theoretical analysis and practical experience have shown that when ray tracing a well-behaved model with N geometric primitives, the lowest ray tracing times using a grid acceleration structure occurs when the grid has O(N) cells. This paper extends the theoretical analysis in two ways and then experimentally verifies that analysis for several geometric models. The first extension is to examine how model characteristics influence the choice of the number of cells in a grid, with models made of long thin primitives being of particular interest. For such models, the lowest trace times come when O(N1.5) cells are used, but may not always be practical due to the super-linear memory usage. The second extension is to nested grids where a grid cell may itself contain another grid. For the case of scattered data such as exploding particles, nesting is not helpful. For the case of tesselated manifolds with compact triangles, O(N0.6) cells at top level is optimal if only one level of nesting is allowed. For d levels of nesting, O(N3/(3+ 2d)) is optimal for the top level. For long thin primitives, O(N) cells at the top level is optimal when one level of nesting is allowed, but this again comes at the cost of super-linear memory usage.