Space subdivision for fast ray tracing

Space subdivision for fast ray tracing
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DOI:
10.1109/mcg.1984.6429331
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发表时间:
1984-10
影响因子:
1.8
通讯作者:
A. Glassner
A. Glassner
中科院分区:
计算机科学4区
文献类型:
--
作者:
A. Glassner

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描述了一种算法,该算法通过减少必须进行的耗时的物体光线相交计算的数量来加速光线追踪技术。该算法基于将空间细分为八叉树,将给定体素仅与其表面穿过该体素体积的那些对象相关联。它包括一种快速访问任何节点的技术,以及一种当射线未击中当前节点中任何物体时查找与射线相交的下一个节点的机制。这种新算法使得中小型计算机对复杂场景的光线追踪成为可能。
An algorithm is described that speeds up ray-tracing techniques by reducing the number of time-consuming object-ray intersection calculations that have to be made. The algorithm is based on subdividing space into an octree, associating a given voxel with only those objects whose surfaces pass through the volume of the voxel. It includes a technique for obtaining fast access to any node and a mechanism for finding the next node intersected by a ray when it has hit nothing in the current node. This new algorithm makes possible the ray tracing of complex scenes by medium-scale and small-scale computers.