Naive Ray-Tracing: A Divide-And-Conquer Approach

被引:14
|
作者
Mora, Benjamin [1 ]
机构
[1] Swansea Univ, Swansea SA2 8PP, W Glam, Wales
来源
ACM TRANSACTIONS ON GRAPHICS | 2011年 / 30卷 / 05期
基金
英国工程与自然科学研究理事会;
关键词
Algorithms; Ray tracing; divide-and-conquer; rendering; global illumination;
D O I
10.1145/2019627.2019636
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
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.
引用
收藏
页数:12
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