Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
Fast ray tracing by ray classification
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
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
Generic convex polygon scan conversion and clipping
Graphics gems
An introduction to ray tracing
An introduction to ray tracing
A survey of ray tracing acceleration techniques
An introduction to ray tracing
Simplicial mesh generation with applications
Simplicial mesh generation with applications
Stabbing triangulations by lines in 3D
Proceedings of the eleventh annual symposium on Computational geometry
Computational geometry: algorithms and applications
Computational geometry: algorithms and applications
Bucket-like space partitioning data structures with applications to ray-tracing
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
Realistic input models for geometric algorithms
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
Cost prediction in ray tracing
Proceedings of the eurographics workshop on Rendering techniques '96
Ray shooting and lines in space
Handbook of discrete and computational geometry
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
Improved Computational Methods for Ray Tracing
ACM Transactions on Graphics (TOG)
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Radiosity and Global Illumination
Radiosity and Global Illumination
Radio Propagation for Modern Wireless Systems
Radio Propagation for Modern Wireless Systems
On the efficiency of ray-shooting acceleration schemes
SCCG '02 Proceedings of the 18th spring conference on Computer graphics
Octree-R: An Adaptive Octree for Efficient Ray Tracing
IEEE Transactions on Visualization and Computer Graphics
Theoretical and experimental aspects of ray shooting
Theoretical and experimental aspects of ray shooting
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
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The ray shooting problem arises in many different contexts and is a bottleneck of ray tracing in computer graphics. Unfortunately, theoretical solutions to the problem are not very practical, while practical methods offer few provable guarantees on performance.Attempting to combine practicality with theoretical soundness, we show how to provably measure the average performance of any ray-shooting method based on traversing a bounded-degree spatial decomposition, where the average is taken to mean the expectation over a uniform ray distribution. An approximation yields a simple, easy-to-compute cost predictor that estimates the average performance of ray shooting without running the actual algorithm.We experimentally show that this predictor provides an accurate estimate of the efficiency of executing ray-shooting queries in octree-induced decompositions, irrespective of whether or not the bounded-degree requirement is enforced, and of the criteria used to construct the octrees. We show similar guarantees for decompositions induced by kd-trees and uniform grids. We also confirm that the performance of an octree while ray tracing or running a radio-propagation simulation is accurately captured by our cost predictor, for ray distributions arising from realistic data.