2006
DOI: 10.1016/j.comgeo.2005.09.003
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Octrees with near optimal cost 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 3 publications
(2 citation statements)
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“…that the ratio of edge lengths between neighboring elements can be at most 2:1. This constraint has been considered in several problem domains, including computational geometry [3,6], scientific visualization [9,32] and computer graphics [26] under various terms such as restricted [26,23], smooth [15] and balanced [16,24].…”
Section: Introductionmentioning
confidence: 99%
“…that the ratio of edge lengths between neighboring elements can be at most 2:1. This constraint has been considered in several problem domains, including computational geometry [3,6], scientific visualization [9,32] and computer graphics [26] under various terms such as restricted [26,23], smooth [15] and balanced [16,24].…”
Section: Introductionmentioning
confidence: 99%
“…These algorithms employ spatial partitioning schemes, such as octrees, binary space partitioning trees, etc. ( [4,9]). …”
Section: Previous Workmentioning
confidence: 96%