1984
DOI: 10.1145/357332.357335
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Improved Computational Methods for Ray Tracing

Abstract: This paper describes algorithmic procedures that have been implemented to reduce the computational expense of producing ray-traced images. The selection of bounding volumes is examined to reduce the computational cost of the ray-intersection test. The use of object coherence, which relies on a hierarchical description of the environment, is then presented. Finally, since the building of the rayintersection trees is such a large portion of the computation, a method using image coherence is described. This visib… Show more

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Cited by 299 publications
(91 citation statements)
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“…Instead, we implement this as follows: Every voxel in the models Ë Ø and Ë Ø·½ is given a unique ID, which is encoded as a unique´Ö This idea of using color to encode a unique ID for each geometric entity is similar in concept to that of the item buffer, introduced in [Weghorst et al, 1984].…”
Section: Intersection Of Ray With Voxel Modelmentioning
confidence: 99%
“…Instead, we implement this as follows: Every voxel in the models Ë Ø and Ë Ø·½ is given a unique ID, which is encoded as a unique´Ö This idea of using color to encode a unique ID for each geometric entity is similar in concept to that of the item buffer, introduced in [Weghorst et al, 1984].…”
Section: Intersection Of Ray With Voxel Modelmentioning
confidence: 99%
“…Mask out from w p pixels depicting objects with strong specular properties (i.e., mirrors, transparent and glossy objects). The item buffer [42] of frame s xaP is used to identify pixels representing objects with such properties. Only those specular objects are masked out for which the differences between s H xaP and s HH xaP , as reported in w p , can be readily perceived by the human observer.…”
Section: Derive Two Instances Of the Central In-betweenmentioning
confidence: 99%
“…We assume that walkthrough animation is of high quality, involving complex geometry and global illumination solutions, and, thus, a single frame rendering incurs significant costs (e.g., about 170 minutes in the ATRIUM example chosen as one of the case studies in this research [1]). We also make other reasonable assumptions such as: The animation path and all camera positions are known in advance, ray tracing (or other high quality rendering method) for selected pixels is available, depth (range) data for each pixel is inexpensive to derive for every frame (e.g., using z-buffer), and the object identifiers for each pixel can be easily accessed for every frame (e.g., using item buffer [42]). …”
Section: Introductionmentioning
confidence: 99%
“…Weghort, Hooper and Greenberg [11] brought out an important point concerning an object residing within a bounding volume. The bounding volume should be chosen in such a way that the volume occupied by the object inside the bounding volume should be maximum with respect to the bounding volume itself.…”
Section: The Previous Workmentioning
confidence: 99%