Naive ray-tracing A divide-and-conquer approach
Naive ray-tracing A divide-and-conquer approach
复制标题
朴素光线追踪分而治之的方法
DOI:
10.1145/2019627.2019636
复制
发表时间:
2011
影响因子:
6.2
通讯作者:
Mora B
中科院分区:
文献类型:
--
作者:
Mora B
We present an efficient ray-tracing algorithm which, for the first time, does not store any data structures when performing spatial subdivisions, and directly computes intersections inside the scene. This new algorithm is often faster than comparable ray-tracing methods at rendering dynamic scenes, and has a similar level of performance when compared to static ray-tracers. Memory management is made minimal and deterministic, which simplifies ray-tracing engineering, as spatial subdivision data structures are no longer considered in the graphics pipeline. This is possible with a modification of Whitted's naive ray-tracing algorithm by using a divide-and-conquer approach, and by having a sufficient collection of rays in order to reduce the complexity of naive ray-tracing. In particular, the algorithm excels at spontaneously solving large Ray/Primitive intersection problems.