ARTSccelerated ray-tracing system
IEEE Computer Graphics and Applications
Ray coherence theorem and constant time ray tracing algorithm
CG International '87 on Computer graphics 1987
An introduction to ray tracing
An introduction to ray tracing
A survey of ray tracing acceleration techniques
An introduction to ray tracing
Accelerating animation through verification of shooting walks
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Rayskip: faster ray tracing of implicit surface animations
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Cost prediction for ray shooting in octrees
Computational Geometry: Theory and Applications
Cost prediction for ray shooting in octrees
Computational Geometry: Theory and Applications
A massively parallel hardware architecture for ray-tracing
International Journal of High Performance Systems Architecture
An efficient parallel architecture for ray-tracing
Analog Integrated Circuits and Signal Processing
Interactive Ray Tracing of Large Models Using Voxel Hierarchies
Computer Graphics Forum
Journal of Systems Architecture: the EUROMICRO Journal
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This paper examines the efficiency of different rayshooting acceleration schemes, including the uniform space subdivision, octree and kd-tree. We use simple computational models, which assume that the objects are uniformly distributed in space. The efficiency is characterized by two measures, including the expected number of ray-object intersections needed to identify the firstly intersected object, and the expected number of steps on the space partitioning data structure. We can come to the interesting conclusion that these numbers are constant and are independent of the number of objects in the scene. The number of intersections is determined by how well the cells of the partitioning data structure enclose the objects. Such analysis helps to understand why kd-tree is better than octree and uniform space subdivision and provides hints to improve their implementation.