Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
Applications of spatial data structures: Computer graphics, image processing, and GIS
Applications of spatial data structures: Computer graphics, image processing, and GIS
Heuristics for ray tracing using space subdivision
The Visual Computer: International Journal of Computer Graphics
A survey of ray tracing acceleration techniques
An introduction to ray tracing
Simplicial mesh generation with applications
Simplicial mesh generation with applications
Genetic algorithms + data structures = evolution programs (3rd ed.)
Genetic algorithms + data structures = evolution programs (3rd ed.)
Fast, minimum storage ray-triangle intersection
Journal of Graphics Tools
Cost prediction in ray tracing
Proceedings of the eurographics workshop on Rendering techniques '96
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
Improved Computational Methods for Ray Tracing
ACM Transactions on Graphics (TOG)
An improved illumination model for shaded display
Communications of the ACM
Cost prediction for ray shooting
Proceedings of the eighteenth annual symposium on Computational geometry
Octree-R: An Adaptive Octree for Efficient Ray Tracing
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
A 3-dimensional representation for fast rendering of complex scenes
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Factors Affecting Performance of Ray Tracing Hierarchies
Factors Affecting Performance of Ray Tracing Hierarchies
Cost prediction for global illumination using a fast rasterised scene preview
AFRIGRAPH '06 Proceedings of the 4th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Octrees with near optimal cost for ray-shooting
Computational Geometry: Theory and Applications
Hi-index | 0.00 |
Many algorithmic problems are interesting to both theoreticians and practitioners, but in a different manner. While the theoreticians have traditionally focused on worst-case scenarios which is often not very useful in practice, the practitioners are sometimes stuck in the hacking culture and arrive at solutions that only work well in a few specific cases. An example of such an algorithmic problem is ray shooting.Imposing some data structure to support ray-shooting queries usually helps to improve the efficiency of the algorithm. We focus on one such data structure---the octree. It is flexible and adaptive and has many applications. However, its degree of adaptiveness usually depends on manually selected parameters controlling its termination criteria. It is difficult to fix a set of parameter values that is good for all possible scenes. One approach to resolve this problem is to construct a data structure which "tunes itself" to the input without using arbitrary preset parameters, so that a single algorithm is suitable for all situations. Surprisingly, only a few investigations have focused on this approach compared to the huge amount of research papers on ray shooting from both the theoreticians and the practitioners. We take some steps in this direction by evaluating several octree construction schemes for use in ray shooting, some widely used in the computer graphics literature (such as bounding the number of objects in a leaf and the maximum depth) and some developed in companion papers as part of this research (cost-driven k-greedy termination criteria). Our experimental results show that the octrees constructed using our schemes are better than those built with a priori fixed parameters.Our octree construction algorithm is driven by a simple cost predictor and has been proven elsewhere to approximate the optimal tree to within a constant factor. We fine-tune the predictor and observe the behavior of our algorithm on octrees built to support a simple ray tracing engine and compare its performance with those of commonly used alternatives. It appears to work well in practice.