This paper presents a new algorithm to generate ray casted CSG animation frames. We consider sequences of frames where only the objects can move, in this way, we take advantage of the high screen area coherence of this kind of animation. A new definition of bounding box allows us to reduce the number of pixels to be computed for the frames after the first. We associate with each box a CSG sub-tree encapsulated and two flags denoting if the box has changed in the current frame and if it will change in the next frame, respectively. We show with two examples the advantages of our technique when compared with an algorithm which entirely renders each frame of an animation. For the test sequences the intersections with CSG objects may be r...
Ray tracing has long been a method of choice for off-line rendering, but traditionally was too slow ...
Note:Frame-to-frame coherence is the highly structured relationship that exists between successive f...
Recent high-performance ray tracing implementations have already achieved interactive performance on...
This paper presents a new algorithm to generate ray casted CSG animation frames. We consider sequen...
his paper presents a new algorithm to generate ray-cast CSG animation frames. We consider sequences ...
The generation of 3-D solid objects, and more generally solid geometric modelling, is very important...
The majority of computer graphics images are generated as part of a sequence of animation frames. Th...
The majority of computer graphics images are generated as part of a sequence of animation frames. Th...
Though ray tracing has recently become interactive, its high precomputation time for building spatia...
We present a novel method to create perpetual animations from a small set of given keyframes. Existi...
We present a new and efficient algorithm to generate rendered animation. With respect to the approac...
Ray tracing acceleration methods are usually applied to scenes defined by triangle meshes.These scen...
We present a technique that aims at exploiting temporal coherence of ray casted walkthroughs. Our g...
Several computer graphics algorithms (such as ray-tracing) heavily relate their performances to the ...
In this thesis various optimizations for the ray-marching algorithm are introduced to efficiently re...
Ray tracing has long been a method of choice for off-line rendering, but traditionally was too slow ...
Note:Frame-to-frame coherence is the highly structured relationship that exists between successive f...
Recent high-performance ray tracing implementations have already achieved interactive performance on...
This paper presents a new algorithm to generate ray casted CSG animation frames. We consider sequen...
his paper presents a new algorithm to generate ray-cast CSG animation frames. We consider sequences ...
The generation of 3-D solid objects, and more generally solid geometric modelling, is very important...
The majority of computer graphics images are generated as part of a sequence of animation frames. Th...
The majority of computer graphics images are generated as part of a sequence of animation frames. Th...
Though ray tracing has recently become interactive, its high precomputation time for building spatia...
We present a novel method to create perpetual animations from a small set of given keyframes. Existi...
We present a new and efficient algorithm to generate rendered animation. With respect to the approac...
Ray tracing acceleration methods are usually applied to scenes defined by triangle meshes.These scen...
We present a technique that aims at exploiting temporal coherence of ray casted walkthroughs. Our g...
Several computer graphics algorithms (such as ray-tracing) heavily relate their performances to the ...
In this thesis various optimizations for the ray-marching algorithm are introduced to efficiently re...
Ray tracing has long been a method of choice for off-line rendering, but traditionally was too slow ...
Note:Frame-to-frame coherence is the highly structured relationship that exists between successive f...
Recent high-performance ray tracing implementations have already achieved interactive performance on...