Computational geometry: an introduction
Computational geometry: an introduction
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
A theoretical and empirical analysis of coherent ray-tracing
Proceedings of Graphics Interface '85 on Computer-generated images: the state of the art
The simulation of natural features using cone tracing
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Improved Computational Methods for Ray Tracing
ACM Transactions on Graphics (TOG)
A 3-dimensional representation for fast rendering of complex scenes
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A hidden surface algorithm for computer generated halftone pictures
A hidden surface algorithm for computer generated halftone pictures
Ray tracing on a connection machine
ICS '88 Proceedings of the 2nd international conference on Supercomputing
C3P Proceedings of the third conference on Hypercube concurrent computers and applications - Volume 2
Illumination networks: fast realistic rendering with general reflectance functions
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Visualizing relativistic effects in spacetime
Proceedings of the 1989 ACM/IEEE conference on Supercomputing
Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
Rendering CSG models with a ZZ-buffer
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Stabbing and ray shooting in 3 dimensional space
SCG '90 Proceedings of the sixth annual symposium on Computational geometry
An updated cross-indexed guide to the ray-tracing literature
ACM SIGGRAPH Computer Graphics
A clustering algorithm for radiosity in complex environments
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Proceedings of the eleventh annual symposium on Computational geometry
Clustering for glossy global illumination
ACM Transactions on Graphics (TOG)
Interactive update of global illumination using a line-space hierarchy
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
The visibility skeleton: a powerful and efficient multi-purpose global visibility tool
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Experiences in teaching an advanced computer graphics course
SIGCSE '90 Proceedings of the twenty-first SIGCSE technical symposium on Computer science education
Radiance interpolants for accelerated bounded-error ray tracing
ACM Transactions on Graphics (TOG)
Cost prediction for ray shooting
Proceedings of the eighteenth annual symposium on Computational geometry
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive global illumination using fast ray tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Accelerating ray shooting through aggressive 5D visibility preprocessing
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
Memory-Efficient Ray Classification for Visibility Operations
IEEE Transactions on Visualization and Computer Graphics
Spacetime Ray Tracing for Animation
IEEE Computer Graphics and Applications
Hierarchical Data Structures and Algorithms for Computer Graphics
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
Applying space subdivision techniques to volume rendering
VIS '90 Proceedings of the 1st conference on Visualization '90
Superposing images with shadow casting
VIS '90 Proceedings of the 1st conference on Visualization '90
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Algorithms for two-box covering
Proceedings of the twenty-second annual symposium on Computational geometry
Cost prediction for ray shooting in octrees
Computational Geometry: Theory and Applications
Traversal fields for ray tracing dynamic scenes
Proceedings of the ACM symposium on Virtual reality software and technology
Cost prediction for ray shooting in octrees
Computational Geometry: Theory and Applications
A new method for speeding up ray tracing NURBS surfaces
Computers and Graphics
Star-contours for efficient hierarchical self-collision detection
ACM SIGGRAPH 2010 papers
An inexpensive bounding representation for offsets of quadratic curves
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Razor: An architecture for dynamic multiresolution ray tracing
ACM Transactions on Graphics (TOG)
Reconstructing the indirect light field for global illumination
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Interactive ray-traced scene editing using ray segment trees
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Whitted ray-tracing for dynamic scenes using a ray-space hierarchy on the GPU
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Enhancing virtual reality walkthroughs of archaeological sites
VAST'03 Proceedings of the 4th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
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
Probabilistic visibility evaluation for direct illumination
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
Sorted deferred shading for production path tracing
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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We describe a new approach to ray tracing which drastically reduces the number of ray-object and ray-bounds intersection calculations by means of 5-dimensional space subdivision. Collections of rays originating from a common 3D rectangular volume and directed through a 2D solid angle are represented as hypercubes in 5-space. A 5D volume bounding the space of rays is dynamically subdivided into hypercubes, each linked to a set of objects which are candidates for intersection. Rays are classified into unique hypercubes and checked for intersection with the associated candidate object set. We compare several techniques for object extent testing, including boxes, spheres, plane-sets, and convex polyhedra. In addition, we examine optimizations made possible by the directional nature of the algorithm, such as sorting, caching and backface culling. Results indicate that this algorithm significantly outperforms previous ray tracing techniques, especially for comples environments.