2005
DOI: 10.1007/978-3-540-31965-8_38
|View full text |Cite
|
Sign up to set email alerts
|

Arbitrary 3D Resolution Discrete Ray Tracing of Implicit Surfaces

Abstract: Abstract.A new approach to ray tracing implicit surfaces based on recursive space subdivision is presented in this paper. Interval arithmetic, already used to calculate intersections in ray tracing and ray casting (numerically or subdividing 1D or 2D spaces), is now used here to implement a ray tracing based on reliable rays traversals into a potentially infinite octree-like subdivided space, eliminating explicit intersections. Novel, robust and efficient algorithms for ray voxelization and BSP octant ordering… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
5
0

Year Published

2007
2007
2016
2016

Publication Types

Select...
3
1
1

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(5 citation statements)
references
References 27 publications
0
5
0
Order By: Relevance
“…They can also render surfaces that can't be rendered with traditional ray casting techniques due to difficulties in solving the ray-surface intersection equation. Recently however, [Stolte 2005] discussed a recursive space subdivision based ray casting technique that renders implicit surfaces without having to do any ray-surface intersections. His algorithm does this by subdividing space into voxels that are as small as floating point arithmetic allows.…”
Section: Discussionmentioning
confidence: 99%
“…They can also render surfaces that can't be rendered with traditional ray casting techniques due to difficulties in solving the ray-surface intersection equation. Recently however, [Stolte 2005] discussed a recursive space subdivision based ray casting technique that renders implicit surfaces without having to do any ray-surface intersections. His algorithm does this by subdividing space into voxels that are as small as floating point arithmetic allows.…”
Section: Discussionmentioning
confidence: 99%
“…They can also render surfaces that can't be rendered with traditional ray casting techniques due to difficulties in solving the ray‐surface intersection equation. Recently however, Stolte [Sto05] discussed a recursive space subdivision based ray casting technique that renders implicit surfaces without having to do any ray‐surface intersections. His algorithm does this by subdividing space into voxels that are as small as floating‐point arithmetic allows.…”
Section: Discussionmentioning
confidence: 99%
“…Changing the rounding mode for almost each arithmetic operation seriously slows down computations, and might involve a serious stall of a hundred of cycles by breaking FPU pipelines of some hardware such as Intel x87. To avoid switching rounding modes, the author of [26] uses different independent rounding modes on the x87 and SSE units. Specific solutions to diminish the swap of rounding modes also rely on the opposite trick in internal computations or directly in the representation [4,12,30].…”
Section: Related Workmentioning
confidence: 99%