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Naive ray-tracing: A divide-and-conquer approach

Published: 22 October 2011 Publication History

Abstract

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.

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    cover image ACM Transactions on Graphics
    ACM Transactions on Graphics  Volume 30, Issue 5
    October 2011
    198 pages
    ISSN:0730-0301
    EISSN:1557-7368
    DOI:10.1145/2019627
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 22 October 2011
    Revised: 01 February 2011
    Received: 01 May 2010
    Published in TOG Volume 30, Issue 5

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    Author Tags

    1. Ray tracing
    2. divide-and-conquer
    3. global illumination
    4. rendering

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