2014
DOI: 10.4304/jsw.9.3.596-604
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A Fast Kd-tree Construction for Ray Tracing based on Efficient Ray Distribution

Abstract: Construction of effective acceleration structure is an essential and challenging problem in ray tracing. The surface area heuristic (SAH), regarded as the standard cost function for construction, is based on the assumption that rays are uniformly distributed. This simplification ignoring actual ray distribution results in a reduction both on construction and rendering performance. Unlike previous methods, we exploit ray distribution during construction in two steps. First, we propose an improved cost metric fo… Show more

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Cited by 2 publications
(4 citation statements)
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“…(Figs. 8 and 9) show the high quality of the produced depth images for the same two models used in [35]. (Table 2) shows that our proposed algorithm, Enhanced RT, has the highest successful hit rate which means that, it is the most efficient algorithm.…”
Section: Resultsmentioning
confidence: 92%
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“…(Figs. 8 and 9) show the high quality of the produced depth images for the same two models used in [35]. (Table 2) shows that our proposed algorithm, Enhanced RT, has the highest successful hit rate which means that, it is the most efficient algorithm.…”
Section: Resultsmentioning
confidence: 92%
“…Also Enhanced RT achieved better image quality than zbuffer but z-buffer achieved better running time. In comparison with fast kd-tree construction for ray tracing algorithm based on efficient ray distribution [35], Enhanced RT achieved better successful rate which indicates that Enhanced RT succeeded in decreasing the total ray object intersection. In this paper we introduced an enhanced ray tracing (Enhanced RT) algorithm, and its implementation, which used to get the depth images for retrieving non-rigid 3D objects based on rendering the 3D model as a set of depth images from multiple view directions.…”
Section: Resultsmentioning
confidence: 98%
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“…Wächter and Keller [24] introduce Bounding Interval Hierarchy (BIH) where the maximum memory usage is linearly bounded by the number of primitives. Liang et al [15] use a stream based partial construction. An on-demand construction algorithm is also employed.…”
Section: On-demand Construction For Ray Tracingmentioning
confidence: 99%