A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
Scan line methods for displaying parametrically defined surfaces
Communications of the ACM
An improved illumination model for shaded display
Communications of the ACM
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Digital Picture Processing
Towards an interactive high visual complexity animation system
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Visual identification of people by computer
Visual identification of people by computer
Applications of b-spline approximation to geometric problems of computer-aided design.
Applications of b-spline approximation to geometric problems of computer-aided design.
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
The utilization of procedure models in digital image synthesis.
The utilization of procedure models in digital image synthesis.
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
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
The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Ray tracing complex models containing surface tessellations
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Partitioning Polyhedral Objects into Nonintersecting Parts
IEEE Computer Graphics and Applications
Multiprocessor experiments for high-speed ray tracing
ACM Transactions on Graphics (TOG)
Hierarchical Data Structures and Algorithms for Computer Graphics. Part I.
IEEE Computer Graphics and Applications
An O(NlogN) hypercube N-body integrator
C3P Proceedings of the third conference on Hypercube concurrent computers and applications - Volume 2
C3P Proceedings of the third conference on Hypercube concurrent computers and applications - Volume 2
Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
Worlds within worlds: metaphors for exploring n-dimensional virtual worlds
UIST '90 Proceedings of the 3rd annual ACM SIGGRAPH symposium on User interface software and technology
Efficient antialiased rendering of 3-D linear fractals
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
An updated cross-indexed guide to the ray-tracing literature
ACM SIGGRAPH Computer Graphics
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Solving the Collision Detection Problem
IEEE Computer Graphics and Applications
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Generating computer animations with frame coherence in a distributed computing environment
ACM-SE 36 Proceedings of the 36th annual Southeast regional conference
Exploiting frame coherence with the temporal depth buffer in a distributed computing environment
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
SCG '85 Proceedings of the first annual symposium on Computational geometry
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Frame-to-frame coherence and the hidden surface computation: constraints for a convex world
ACM Transactions on Graphics (TOG)
New Techniques for Ray Tracing Procedurally Defined Objects
ACM Transactions on Graphics (TOG)
Improved Computational Methods for Ray Tracing
ACM Transactions on Graphics (TOG)
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
An Efficient Algorithm for Ray Tracing
Journal of Intelligent and Robotic Systems
Accelerating ray shooting through aggressive 5D visibility preprocessing
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
Octree-R: An Adaptive Octree for Efficient Ray Tracing
IEEE Transactions on Visualization and Computer Graphics
Memory-Efficient Ray Classification for Visibility Operations
IEEE Transactions on Visualization and Computer Graphics
Ray-Tracing Triangular Trimmed Free-Form Surfaces
IEEE Transactions on Visualization and Computer Graphics
Spacetime Ray Tracing for Animation
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
Generating Exact Ray-Traced Animation Frames by Reprojection
IEEE Computer Graphics and Applications
ICCS '02 Proceedings of the International Conference on Computational Science-Part II
Fast Ray-Casting for Irregular Volumes
ISHPC '00 Proceedings of the Third International Symposium on High Performance Computing
Cost-driven octree construction schemes: an experimental study
Proceedings of the nineteenth annual symposium on Computational geometry
Efficiency issues for ray tracing
Journal of Graphics Tools
New techniques for ray tracing procedurally defined objects
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Ray tracing parametric patches
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Frame-to-frame coherence and the hidden surface computation: Constraints for a convex world
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
Vectorized procedural models for natural terrain: Waves and islands in the sunset
SIGGRAPH '81 Proceedings of the 8th 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
An adaptive subdivision algorithm and parallel architecture for realistic image synthesis
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Towards Realistic Modeling and Rendering of 3-D Escape-Time Deterministic Fractal Shapes
VSMM '01 Proceedings of the Seventh International Conference on Virtual Systems and Multimedia (VSMM'01)
Applying space subdivision techniques to volume rendering
VIS '90 Proceedings of the 1st conference on Visualization '90
Superposing images with shadow casting
VIS '90 Proceedings of the 1st conference on Visualization '90
TetSplat Real-Time Rendering and Volume Clipping of Large Unstructured Tetrahedral Meshes
VIS '04 Proceedings of the conference on Visualization '04
Computer graphics for water modeling and rendering: a survey
Future Generation Computer Systems - Special issue: Computer graphics and geometric modeling
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
Memory sharing for interactive ray tracing on clusters
Parallel Computing - Parallel graphics and visualization
Ray-Tracing Polymorphic Multidomain Spectral/hp Elements for Isosurface Rendering
IEEE Transactions on Visualization and Computer Graphics
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Efficiency issues for ray tracing
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
B-KD trees for hardware accelerated ray tracing of dynamic scenes
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
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
Data parallelization of Kd-tree ray tracing on the cell broadband engine
ICME'09 Proceedings of the 2009 IEEE international conference on Multimedia and Expo
Computer graphics for water modeling and rendering: a survey
Future Generation Computer Systems
Ray casting using a roped BVH with CUDA
Proceedings of the 25th Spring Conference on Computer Graphics
An inexpensive bounding representation for offsets of quadratic curves
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Razor: An architecture for dynamic multiresolution ray tracing
ACM Transactions on Graphics (TOG)
Naive ray-tracing: A divide-and-conquer approach
ACM Transactions on Graphics (TOG)
Arbitrary 3d resolution discrete ray tracing of implicit surfaces
DGCI'05 Proceedings of the 12th international conference on Discrete Geometry for Computer Imagery
Ray tracing dynamic scenes using selective restructuring
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Instant ray tracing: the bounding interval hierarchy
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
A distributed data model for raytracing
EGGH'88 Proceedings of the Third Eurographics conference on Advances in Computer Graphics Hardware
A massively parallel approach for the design of a raytracing oriented architecture
EGGH'88 Proceedings of the Third Eurographics conference on Advances in Computer Graphics Hardware
Efficient divide-and-conquer ray tracing using ray sampling
Proceedings of the 5th High-Performance Graphics Conference
Hi-index | 0.00 |
Hierarchical representations of 3-dimensional objects are both time and space efficient. They typically consist of trees whose branches represent bounding volumes and whose terminal nodes represent primitive object elements (usually polygons). This paper describes a method whereby the object space is represented entirely by a hierarchical data structure consisting of bounding volumes, with no other form of representation. This homogencity allows the visible surface rendering to be performed simply and efficiently. The bounding volumes selected for this algorithm are parallelepipeds oriented to minimize their size. With this representation, any surface can be rendered since in the limit the bounding volumes make up a point representation of the object. The advantage is that the visibility calculations consist only of a search through the data structure to determine the correspondence between terminal level bounding volumes and the current pixel. For ray tracing algorithms, this means that a simplified operation will produce the point of intersection of each ray with the bounding volumes. Memory requirements are minimized by expanding or fetching the lower levels of the hierarchy only when required. Because the viewing process has a single operation and primitive type, the software or hardware chosen to implement the search can be highly optimized for very fast execution.