ARTSccelerated ray-tracing system
IEEE Computer Graphics and Applications
Principles and applications of pencil tracing
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Fast ray tracing by ray classification
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Generating antialiased images at low sampling densities
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Anti-aliased ray tracing with covers
Computer Graphics Forum
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Statistically optimized sampling for distributed ray tracing
SIGGRAPH '85 Proceedings of the 12th 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
Beam tracing polygonal objects
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
An updated cross-indexed guide to the ray-tracing literature
ACM SIGGRAPH Computer Graphics
PRS '97 Proceedings of the IEEE symposium on Parallel rendering
Efficient Shadow Computations in Ray Tracing
IEEE Computer Graphics and Applications
Adaptive sampling of intersectable models exploiting image and object-space coherence
Proceedings of the 2005 symposium on Interactive 3D graphics and games
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
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An acceleration method based on an idea that T. Whitted (Commun. ACM, vol.23, no.6 pp.343-349, June 1980) presented on ray tracing is discussed. He proposed making antialiased images by hierarchical adaptive oversampling. The present authors use hierarchical adaptive undersampling to reduce the number of pixels whose intensity must be calculated by ray tracing. To implement pixel-selected ray tracing (PSRT), homogeneous regions in images must first be found. Generally, adaptive undersampling can result in some image-quality defects, because small objects and parts of thin or wedge-shaped objects may disappear when they are located between the initially sampled pixels. PSRT has an improved algorithm that uses pixels with the correct object information from among the sampled pixels to find pixels with erroneous color and correct them. Moreover, PRST uses ray-object intersection trees for precise classification of the homogeneity of regions and for fast intensity calculation in homogeneous regions. Experimental results are presented. They show that PSRT is two to nine times faster than standard ray tracing.