Fast ray tracing by ray classification
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The hemi-cube: a radiosity solution for complex environments
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Dynamic Scene Occlusion Culling
IEEE Transactions on Visualization and Computer Graphics
Fast Approximate Quantitative Visibility for Complex Scenes
CGI '98 Proceedings of the Computer Graphics International 1998
A 3-dimensional representation for fast rendering of complex scenes
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
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We present a new approach to accelerating general ray shooting. Our technique uses a five-dimensional ray space partition and is based on the classic ray-classification algorithm. Where the original algorithm evaluates intersection candidates at run-time, our solution evaluates them as a preprocess.The offline nature of our solution allows for an adaptive subdivision of ray space. The advantage being, that it allows for the placement of a user set upper bound on the number of primitives intersected.The candidate sets produced account for occlusion, thereby reducing memory requirements and accelerating the ray shooting process. A novel algorithm which exploits graphics hardware is used to evaluate the candidate sets. It is the treatment of occlusion that allows for the practical precomputation of the ray space partition. This algorithm is called aggressive since it is optimal (no invisible primitives are included), but may result in false exclusion of visible primitives. Error is minimised through the adaptive sampling.