A Spatial Representation for Ray-Scene Intersection Test Improvement in Complex Scenes
Fulltekst
RELATERTE DOKUMENTER
Recently, a number of researches have taken advantage of the limitations of the human visual sys- tem to also reduce overall computational time by avoiding rendering those parts of
The algorithm used in quadtree relief mapping is guaranteed to find the first intersection of a viewing ray with a surface encoded in a height map.. This significantly reduces
Conventional intersection testing in ray tracing is replaced by indexing a geometry field, such that real time inter- surface reflection is achieved on current graphics hardware..
With the advent of ray tracers running at real-time frame rates for certain kinds of static scenes (especially Reshetov’s 2005 MLRT paper [RSH05]), it has become clear that build
We compared our PMC-ER equal deposition algorithm with the energy redistribution path tracing (ERPT) algorithm on the Cornell Box scene, a dragon scene, and a complex room scene
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 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
The main contributions are (1) a top-down construction algorithm for creating tight-fitting SCB trees using a child orientation heuristic; (2) an efficient ray/SCB intersection