1996
DOI: 10.1007/978-3-7091-7484-5_5
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Cost Prediction in Ray Tracing

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Cited by 18 publications
(17 citation statements)
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“…Cost functions were developed by Reinhard et al [16,15] to try to ensure the most efficient balance of loading across parallel rendering systems. Their method used geometrical complexity to produce a probability of ray object intersection based on the ratio of object to voxel surface areas for an octree subdivision structure.…”
Section: Cost Predictionmentioning
confidence: 99%
“…Cost functions were developed by Reinhard et al [16,15] to try to ensure the most efficient balance of loading across parallel rendering systems. Their method used geometrical complexity to produce a probability of ray object intersection based on the ratio of object to voxel surface areas for an octree subdivision structure.…”
Section: Cost Predictionmentioning
confidence: 99%
“…The size of objects also receives attention in ray-tracing literature in terms of cost estimation. Research shows that the size of objects has more impact on ray-tracing time than the object count [9,21,24]. The "size" of an object can be evaluated by either its volume or its surface area.…”
Section: Previous Workmentioning
confidence: 99%
“…Many factors are involved: not only the number of primitives (for example polygons) and the size of the image, but also the distribution of these primitives over the scene, their reflection properties, and the number and size of the light sources. They all determine how many rays must be traced and how much computation is needed for each ray [6]. For each rendering package that is used in the renderfarm, a separate cost estimation module must be developed because each package is differently influenced by these factors.…”
Section: The Renderfarmmentioning
confidence: 99%