2004
DOI: 10.1007/978-3-540-24698-5_39
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Cost-Optimal Trees for Ray Shooting

Abstract: Predicting and optimizing the performance of ray shooting is a very important problem in computer graphics due to the severe computational demands of ray tracing and other applications, e.g., radio propagation simulation. Aronov and Fortune were the first to guarantee an overall performance within a constant factor of optimal in the following model of computation: build a triangulation compatible with the scene, and shoot rays by locating origin and traversing until hit is found. Triangulations are not a very … Show more

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Cited by 7 publications
(14 citation statements)
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“…Octrees are, in fact, theoretically optimal in terms of fewest traversal steps, assuming objects are contained uniformly within cells of the acceleration structure, with no overlap [2]. The combination of regular, hierarchical nature of the structure affords many different styles of traversal algorithm.…”
Section: Direct Volumementioning
confidence: 99%
“…Octrees are, in fact, theoretically optimal in terms of fewest traversal steps, assuming objects are contained uniformly within cells of the acceleration structure, with no overlap [2]. The combination of regular, hierarchical nature of the structure affords many different styles of traversal algorithm.…”
Section: Direct Volumementioning
confidence: 99%
“…The following lemma was proven in [8] for the case d = 2. Its statement and proof extend straightforwardly to higher dimensions.…”
Section: General Case: Simplicesmentioning
confidence: 92%
“…We follow the same terminology as [8], and generalize it to encompass any dimension. For the d-cube [0, 1] d and the cells of the decomposition, we borrow the usual terminology of polytopes (vertex, facet, h-face, etc.).…”
Section: Terminology and Notationmentioning
confidence: 99%
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