Adaptive Collapsing on Bounding Volume Hierarchies for Ray-Tracing
Fulltekst
RELATERTE DOKUMENTER
al / A Spatial Representation for Ray-Scene Intersection Test Improvement in Complex Scenes a photon tracing system.. The resulting rays are used
The first variant RT static consists of a static ray tracing pipeline using a ray-triangle intersection algorithm I w based on Wald [Wal04] and simple shading unit S that only
We introduce a new ray tracing algorithm that exploits the best of previous methods: Similar to bounding volume hierarchies the memory of the acceleration data structure is linear
Traditional direct volume rendering techniques consist in in- tegrating opacity and color values along a viewing ray by using a simple light transport model, called the volume
We have tested our algorithm on the Patio scene, chang- ing its complexity from 21K to 705K triangles, and using three di ff erent specular reflectors: a smooth sphere, a 69K
We compared our algorithm with other recent hardware- based volume rendering algorithms, based on the ray casting paradigm, and on a hybrid version mixing ray casting and
In this context, grid data structures [Gla84] becomes an appealing data structure: although kd-trees outperforms grids with respect traversal time, they are not suitable for dy-
We in- vestigate the probability of visiting a node under this premise and derive a cost metric that improves ray tracing speed for many scenes at a slight increase in