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Multi-level ray tracing algorithm

Published: 01 July 2005 Publication History

Abstract

We propose new approaches to ray tracing that greatly reduce the required number of operations while strictly preserving the geometrical correctness of the solution. A hierarchical "beam" structure serves as a proxy for a collection of rays. It is tested against a kd-tree representing the overall scene in order to discard from consideration the sub-set of the kd-tree (and hence the scene) that is guaranteed not to intersect with any possible ray inside the beam. This allows for all the rays inside the beam to start traversing the tree from some node deep inside thus eliminating unnecessary operations. The original beam can be further sub-divided, and we can either continue looking for new optimal entry points for the sub-beams, or we can decompose the beam into individual rays. This is a hierarchical process that can be adapted to the geometrical complexity of a particular view direction allowing for efficient geometric anti-aliasing. By amortizing the cost of partially traversing the tree for all the rays in a beam, up to an order of magnitude performance improvement can be achieved enabling interactivity for complex scenes on ordinary desktop machines.

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Published In

cover image ACM Transactions on Graphics
ACM Transactions on Graphics  Volume 24, Issue 3
July 2005
826 pages
ISSN:0730-0301
EISSN:1557-7368
DOI:10.1145/1073204
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

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Publication History

Published: 01 July 2005
Published in TOG Volume 24, Issue 3

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Author Tags

  1. anti-aliasing
  2. frustum occlusion culling
  3. ray-tracing

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  • (2021)Application of ray tracing algorithm based on intersection optimization in 3D interior designJournal of Intelligent & Fuzzy Systems: Applications in Engineering and Technology10.3233/JIFS-18941840:4(5787-5794)Online publication date: 1-Jan-2021
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