ARTSccelerated ray-tracing system
IEEE Computer Graphics and Applications
Efficient algorithms for 3D scan-conversion of parametric curves, surfaces, and volumes
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Display of Surfaces from Volume Data
IEEE Computer Graphics and Applications
Voxel occlusion testing: a shadow determination accelerator for ray tracing
Proceedings on Graphics interface '90
3D scan-conversion algorithms for voxel-based graphics
I3D '86 Proceedings of the 1986 workshop on Interactive 3D graphics
IEEE Computer Graphics and Applications
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
VIS '91 Proceedings of the 2nd conference on Visualization '91
Supercomputer assisted brain visualization with an extended ray tracer
VVS '92 Proceedings of the 1992 workshop on Volume visualization
VVS '94 Proceedings of the 1994 symposium on Volume visualization
A fast method for estimating discrete field values in early engineering design
SMA '95 Proceedings of the third ACM symposium on Solid modeling and applications
Using distance maps for accurate surface representation in sampled volumes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Object voxeliztion by filtering
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
An accurate method for voxelizing polygon meshes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
High quality rendering of attributed volume data
Proceedings of the conference on Visualization '98
Grouping Volume Renderers for Enhanced Visualization in Computational Fluid Dynamics
IEEE Transactions on Visualization and Computer Graphics
The Discrete Analytical Hyperspheres
IEEE Transactions on Visualization and Computer Graphics
Converting Discrete Images to Partitioning Trees
IEEE Transactions on Visualization and Computer Graphics
Ray Casting Architectures for Volume Visualization
IEEE Transactions on Visualization and Computer Graphics
Alias-Free Voxelization of Geometric Objects
IEEE Transactions on Visualization and Computer Graphics
Fast Ray-Tracing of Rectilinear Volume Data Using Distance Transforms
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Faster Ray Tracing Using Adaptive Grids
IEEE Computer Graphics and Applications
3D Line Voxelization and Connectivity Control
IEEE Computer Graphics and Applications
Computer
Determining Visible Points in a Three-Dimensional Discrete Space
DGCI '00 Proceedings of the 9th International Conference on Discrete Geometry for Computer Imagery
DGCI '02 Proceedings of the 10th International Conference on Discrete Geometry for Computer Imagery
Cost-driven octree construction schemes: an experimental study
Proceedings of the nineteenth annual symposium on Computational geometry
Towards a comprehensive volume visualization system
VIS '92 Proceedings of the 3rd conference on Visualization '92
Accelerating volume animation by space-leaping
VIS '93 Proceedings of the 4th conference on Visualization '93
Volume sampled voxelization of geometric primitives
VIS '93 Proceedings of the 4th conference on Visualization '93
Fast surface rendering from raster data by voxel traversal using chessboard distance
VIS '94 Proceedings of the conference on Visualization '94
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
A Half-Skewed Octree for Volume Ray Casting
IEICE - Transactions on Information and Systems
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
A new method for speeding up ray tracing NURBS surfaces
Computers and Graphics
A low-complexity discrete radiosity method
Computers and Graphics
Hardware-accelerated volume rendering for real-time medical data visualization
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part II
Fast and accurate machined surface rendering using an octree model
ICCVG'10 Proceedings of the 2010 international conference on Computer vision and graphics: Part II
Bidirectional distancemap for efficient volume ray casting
ISCIS'06 Proceedings of the 21st international conference on Computer and Information Sciences
Hierarchical σ-octree for visualization of ultrasound datasets
FSKD'06 Proceedings of the Third international conference on Fuzzy Systems and Knowledge Discovery
An accurate vertex normal computation scheme
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
A low complexity discrete radiosity method
DGCI'05 Proceedings of the 12th international conference on Discrete Geometry for Computer Imagery
Arbitrary 3d resolution discrete ray tracing of implicit surfaces
DGCI'05 Proceedings of the 12th international conference on Discrete Geometry for Computer Imagery
Refraction in discrete ray tracing
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
Representation of objects with sharp details in truncated distance fields
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
The flipping cube: a device for rotating 3D rasters
EGGH'91 Proceedings of the Sixth Eurographics conference on Advances in Computer Graphics Hardware: rendering, visualization and rasterization hardware
An array based design for real-time volume rendering
EGGH'95 Proceedings of the Tenth Eurographics conference on Graphics Hardware
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Discrete ray tracing, or 3-D raster ray tracing (RRT), which, unlike existing ray tracing methods that use geometric representation for the 3-D scene employs a 3-D discrete raster of voxels for representing the 3-D scene in the same way a 2-D raster of pixels represents a 2-D image, is discussed. Each voxel is a small quantum unit of volume that has numeric values associated with it representing some measurable properties or attributes of the real object or phenomenon at that voxel. It is shown that RRT operates in two phases: preprocessing voxel and discrete ray tracing. In the voxel phase, the geometric model is digitized using 3-D scan-conversion algorithms that convert the continuous representation of the model into a discrete representation within the 3-D raster. In the second phase, RRT employs a discrete variation of the conventional recursive ray tracer in which 3-D discrete rays are traversed through the 3-D raster to find the first surface voxel. Encountering a nontransparent voxel indicates a ray-surface hit. Results obtained by running the RRT software one one 20-MIPS (25-GHz) processor of a Silicon Graphics 4D/240GTX are presented in terms of CPU time.