The quality of images produced by Discrete Ray-Tracing voxel spaces is highly dependent on 3d grid resolution. The huge amount of memory needed to store such grids often discards discrete Ray-Tracing as a practical visualization algorithm. The use of an octree can drastically change this when most of space is empty, as such is the case in most scenes. Although the memory problem can be bypassed using the octree, the performance problem still remains. A known fact is that the performance of discrete traversal is optimal for quite low resolutions. This problem can be easily solved by dividing the task in two steps, working in two low resolutions instead of just one high resolution, thus taking advantage of optimal times in both steps. This is...
An octree is a well known hierarchical spatial structure which is widely used in Computer Graphics a...
An octree is a well known hierarchical spatial structure which is widely used in Computer Graphics a...
AbstractThe ray shooting problem arises in many different contexts and is a bottleneck of ray tracin...
This article suggests a new approach to discrete Ray-Tracing in which a two step three-dimensional D...
Ray tracing of sparse voxel octrees is a method of rendering images of 3D models, which could soon b...
This thesis explores the data structure known as sparse voxel octree and how it can improve the perf...
This paper presents a mapping scheme of an optimized octree-based ray tracing algorithm and its impl...
We present a system that combines voxel and polygonal representations into a single octree accelerat...
We present an octree-based approach supporting multiresolution volume rendering of large data sets. ...
We present a novel approach for GPU-based high quality volume rendering of large out-of-core volume ...
We show that a binary voxel grid can be represented orders of magnitude more efficiently than using ...
Journal ArticleWe present a technique for ray tracing isosurfaces of large compressed structured vol...
The non-uniform spatial subdivision technique refined by Andrew Glassner [Glassner 1984] minimizes f...
Abstract--A ray tracing implementation is described that is based on an octree representation of a s...
AbstractPredicting and optimizing the performance of ray shooting is a very important problem in com...
An octree is a well known hierarchical spatial structure which is widely used in Computer Graphics a...
An octree is a well known hierarchical spatial structure which is widely used in Computer Graphics a...
AbstractThe ray shooting problem arises in many different contexts and is a bottleneck of ray tracin...
This article suggests a new approach to discrete Ray-Tracing in which a two step three-dimensional D...
Ray tracing of sparse voxel octrees is a method of rendering images of 3D models, which could soon b...
This thesis explores the data structure known as sparse voxel octree and how it can improve the perf...
This paper presents a mapping scheme of an optimized octree-based ray tracing algorithm and its impl...
We present a system that combines voxel and polygonal representations into a single octree accelerat...
We present an octree-based approach supporting multiresolution volume rendering of large data sets. ...
We present a novel approach for GPU-based high quality volume rendering of large out-of-core volume ...
We show that a binary voxel grid can be represented orders of magnitude more efficiently than using ...
Journal ArticleWe present a technique for ray tracing isosurfaces of large compressed structured vol...
The non-uniform spatial subdivision technique refined by Andrew Glassner [Glassner 1984] minimizes f...
Abstract--A ray tracing implementation is described that is based on an octree representation of a s...
AbstractPredicting and optimizing the performance of ray shooting is a very important problem in com...
An octree is a well known hierarchical spatial structure which is widely used in Computer Graphics a...
An octree is a well known hierarchical spatial structure which is widely used in Computer Graphics a...
AbstractThe ray shooting problem arises in many different contexts and is a bottleneck of ray tracin...