Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
Fast ray tracing by ray classification
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Applications of spatial data structures: Computer graphics, image processing, and GIS
Applications of spatial data structures: Computer graphics, image processing, and GIS
Heuristics for ray tracing using space subdivision
The Visual Computer: International Journal of Computer Graphics
An introduction to ray tracing
An introduction to ray tracing
A survey of ray tracing acceleration techniques
An introduction to ray tracing
Simplicial mesh generation with applications
Simplicial mesh generation with applications
Stabbing triangulations by lines in 3D
Proceedings of the eleventh annual symposium on Computational geometry
Bucket-like space partitioning data structures with applications to ray-tracing
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
Realistic input models for geometric algorithms
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
Cost prediction in ray tracing
Proceedings of the eurographics workshop on Rendering techniques '96
Ray shooting and lines in space
Handbook of discrete and computational geometry
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
Improved Computational Methods for Ray Tracing
ACM Transactions on Graphics (TOG)
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Octree-R: An Adaptive Octree for Efficient Ray Tracing
IEEE Transactions on Visualization and Computer Graphics
Cost-driven octree construction schemes: an experimental study
Proceedings of the nineteenth annual symposium on Computational geometry
Cost-driven octree construction schemes: an experimental study
Computational Geometry: Theory and Applications - Special issue on the 19th annual symposium on computational geometry - SoCG 2003
Octrees with near optimal cost for ray-shooting
Computational Geometry: Theory and Applications
Octrees with near optimal cost for ray-shooting
Computational Geometry: Theory and Applications
Cost-driven octree construction schemes: an experimental study
Computational Geometry: Theory and Applications - Special issue on the 19th annual symposium on computational geometry - SoCG 2003
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The ray shooting problem arises in many different contexts. For example, solving it efficiently would remove a bottleneck when images are ray-traced in computer graphics. Unfortunately, theoretical solutions to the problem are not very practical, while practical solutions offer few provable guarantees on performance. In particular, the running times of algorithms used in practice on different data sets vary so widely as to be almost unpredictable.Since theoretical guarantees seem unavailable, we aim at obtaining a simple, easy to compute way of estimating the performance without running the actual algorithm. We propose a very simple cost predictor which can be used to measure the average performance of any ray shooting method based on traversing a bounded-degree space decomposition.We experimentally show that this predictor is accurate for octree-induced decompositions, irrespective of whether or not the bounded-degree requirement is enforced. The predictor has been tested on octrees constructed using a variety of criteria.This establishes a sound basis for comparison and optimization of octrees. It also raises a number of interesting and challenging questions such as how to construct an optimal octree for a given scene using our cost predictor.Since the distribution of rays in a ray-tracing process may differ from the rigid-motion invariant distribution of lines and the corresponding distribution of rays assumed by our cost predictor, we also experimentally confirm that the performance of an octree for an actual ray-tracing computation is well captured by our cost predictor.