New Techniques for Ray Tracing Procedurally Defined Objects
ACM Transactions on Graphics (TOG)
Improved Computational Methods for Ray Tracing
ACM Transactions on Graphics (TOG)
Computer rendering of stochastic models
Communications of the ACM
Technical correspondence: comment on computer rendering of fractal stochastic models
Communications of the ACM
A Testbed for Realistic Image Synthesis
IEEE Computer Graphics and Applications
Using Stochastic Modeling for Texture Generation
IEEE Computer Graphics and Applications
The definition and rendering of terrain maps
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Generating Fractal-Like Surfaces on General Purpose Mesh-Connected Computers
IEEE Transactions on Computers
The synthesis and rendering of eroded fractal terrains
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Ray tracing deterministic 3-D fractals
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Efficient antialiased rendering of 3-D linear fractals
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
An updated cross-indexed guide to the ray-tracing literature
ACM SIGGRAPH Computer Graphics
Generating Exact Ray-Traced Animation Frames by Reprojection
IEEE Computer Graphics and Applications
Bounding Recursive Procedural Models Using Convex Optimization
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
On Khachiyan's algorithm for the computation of minimum-volume enclosing ellipsoids
Discrete Applied Mathematics
An algebraic approach to continuous collision detection for ellipsoids
Computer Aided Geometric Design
Rank-two update algorithms for the minimum volume enclosing ellipsoid problem
Computational Optimization and Applications
A massively parallel approach for the design of a raytracing oriented architecture
EGGH'88 Proceedings of the Third Eurographics conference on Advances in Computer Graphics Hardware
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Recently published papers have shown that, with appropriate intersection algorithms, the rendering of many procedural objects is possible with all the advantages offered by the ray-tracing techniques. In the case of stochastic surfaces, the intersection can be computed by a recursive subdivision technique. The efficiency of this algorithm depends essentially on the bounding volume whose size and shape are directly related to the stochastic characteristics of these surfaces. After a brief review of the rendering of stochastic surfaces and the bounding volume selection problem, two types of bounding volume are studied, describing how their intersection with a ray can be computed and how their size can be derived from the stochastic characteristics. The efficiency then, of these bounding volumes are compared.