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
Radio Propagation for Modern Wireless Systems
Radio Propagation for Modern Wireless Systems
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 ray shooting in octrees
Computational Geometry: Theory and Applications
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Given a scene consisting of objects, ray shooting queries answer with the first object encountered by a given ray, and are used in ray tracing and radiosity for rendering photo-realistic images in graphics, radio propagation simulation, and many other problems. We focus on one popular data structure for answering ray shooting queries-- 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. While practitioners usually rely on experience and heuristics, it is difficult to fix a set of parameter values that is good for all possible scenes.Recently, we introduced a simple cost predictor that reflects the average cost of ray shooting with a given octree (Cost prediction for ray shooting, in: Proc. 18th Annu. ACM Sympos. Comput. Geom., ACM, New York, 2002, pp. 293-302), and showed a termination criterion (cost-driven k-greedy) that guarantees a cost within a constant factor of optimal (Cost-optimal trees for ray shooting, in: Proc. LATIN'04, Lecture Notes in Comput. Sci., vol. 2976, Springer, Berlin, 2004, pp. 349-358). In this study, we compare this criterion with several octree construction schemes widely used in the computer graphics literature (such as bounding the number of objects in a leaf and the maximum depth). Our experimental results show that the octrees constructed using our schemes are generally comparable to or better than those built with a priori fixed parameters. We then fine-tune the predictor and observe the behavior of our algorithm on octrees built to support a simple ray-tracing engine. It appears to work well in practice.