ARTSccelerated ray-tracing system
IEEE Computer Graphics and Applications
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Improved Computational Methods for Ray Tracing
ACM Transactions on Graphics (TOG)
An improved illumination model for shaded display
Communications of the ACM
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
A 3-dimensional representation for fast rendering of complex scenes
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Beam tracing polygonal objects
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
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This paper presents a new algorithm that performs more efficient ray tracing compared to existing algorithms. This algorithm is based on the “divide-and-conquer” technique well known from the area of lists sorting, and speeds up the intersections and light-visibility tests for the first hit. A new definition of transitive-between-relations (TBR) is introduced. A simple shooting ray guide is embedded into a conventional ray tracer to reduce the number of intersection tests and thus speed-up the first hit calculation and the associated light conditions tests. The algorithm was tested in environments made up of convex polygons (random triangles, linearly positioned pyramids) but it can be used in environments with other primitives.