Title: Discrete ray-tracing high resolution 3D grids
Authors: Stolte, Nilo
Caubet, René
Citation: Journal of WSCG. 1995, vol. 3, no. 1-2, p. 300-312.
Issue Date: 1995
Publisher: Václav Skala - UNION Agency
Document type: article
článek
URI: http://wscg.zcu.cz/wscg1995/wscg95.htm
http://hdl.handle.net/11025/16050
ISSN: 1213-6972 (print)
1213-6980 (CD-ROM)
1213-6964 (online)
Keywords: sledování paprsku;Octree;3D DDA
Keywords in different language: ray tracing;Octree;3D DDA
Abstract in different language: This article suggests a new approach to discrete Ray-Tracing in which a two step three-dimensional DDA and an octree are used. A verpy important problem regarding this kind of Ray Tracing, also known as Raster Ray Tracing, is the amount of memory required to store the 3D raster grid which will contain the discretized scene to be visualized. Since the resolution of this grid is huge because the voxel is assumed to be approximately the size of a pixel on the screen, it is limited by the maximum amount of memory of todays´ machines. Although using case in most scenes, an important memory saving is achieved. This memory saving helps using discrete Ray Tracing in normal workstations. It is shown that the special octree presented here doesn´t slow down Ray Tracing significantly and even competes with normal discrete Ray-Tracing. It is also shown that in critical cases this octree will not occupy much more space than a normal 3D grid. Another important problem is the bottleneck caused by the three-dimensional DDA in such huge resolution ones. The process can be divided in two steps where optimal times of three-dimensional DDA are achieved. This is shown through the comparative tests with the single step process.
Rights: © Václav Skala - UNION Agency
Appears in Collections:Volume 3, number 1-2 (1995)

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