Octree-R: an adaptive octree for efficient ray tracing
Ray tracing requires many ray-object intersection tests. A way of reducing the number of ray-object intersection tests is to subdivide the space occupied by objects into many nonoverlapping subregions, called voxels, and to construct an octree for the subdivided space. We propose the Octree-R, an oc...
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Veröffentlicht in: | IEEE transactions on visualization and computer graphics 1995-12, Vol.1 (4), p.343-349 |
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Sprache: | eng |
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Zusammenfassung: | Ray tracing requires many ray-object intersection tests. A way of reducing the number of ray-object intersection tests is to subdivide the space occupied by objects into many nonoverlapping subregions, called voxels, and to construct an octree for the subdivided space. We propose the Octree-R, an octree-variant data structure for efficient ray tracing. The algorithm for constructing the Octree-R first estimates the number of ray-object intersection tests. Then, it partitions the space along the plane that minimizes the estimated number of ray-object intersection tests. We present the results of experiments for verifying the effectiveness of the Octree-R. In the experiment, the Octree-R provides a 4% to 47% performance gain over the conventional octree. The result shows the more skewed the object distribution (as is typical for real data), the more performance gain the Octree-R achieves. |
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ISSN: | 1077-2626 1941-0506 |
DOI: | 10.1109/2945.485621 |