Guaranteed ray intersections with implicit surfaces
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Robust ray intersection with interval arithmetic
Proceedings on Graphics interface '90
Exploiting temporal coherence in ray tracing
Proceedings on Graphics interface '90
Interval arithmetic recursive subdivision for implicit functions and constructive solid geometry
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Object space temporal coherence for ray tracing
Proceedings of the conference on Graphics interface '92
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
Statistically optimized sampling for distributed ray tracing
SIGGRAPH '85 Proceedings of the 12th 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)
Introduction to Implicit Surfaces
Introduction to Implicit Surfaces
On the efficiency of ray-shooting acceleration schemes
SCCG '02 Proceedings of the 18th spring conference on 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
An Adaptive Supersampling Method
ICSC '95 Proceedings of the Third International Computer Science Conference on Image Analysis Applications and Computer Graphics
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
An efficient spatio-temporal architecture for animation rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Efficient Use of the BlobTree for Rendering Purposes
SMI '01 Proceedings of the International Conference on Shape Modeling & Applications
GPU-based rendering of sparse low-degree implicit surfaces
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
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Implicit surfaces offer several advantages over other volume representations, but despite the ease with which CSG and smooth blending can be used to construct complex models they are not commonly used. The main reason for this is the long visualization time, especially when the surface is being rendered using ray tracing.In this paper an algorithm called RaySkip is described. Rayskip improves rendering times of ray tracing animations of implicit surfaces (19% to 55% per frame). This is accomplished by exploiting object space coherence and temporal coherence, reducing the number of evaluations of the surface needed to trace a ray.