Most of the computation time in ray-tracing algorithms is spent traversing the accelerating structure. Usual bottlenecks are memory latency and branching. We present here an octree traversal algorithm which offers the best of both octrees and regular grid. This algorithm mostly uses the connectivity of the tree's leafs. Using the Plücker coordinates, it's possible to implement it in a way which keeps memory accesses coherent, while drastically limiting branching operations.L'essentiel du temps de calcul des systèmes de tracé de rayons est passé dans le parcours de la structure accélératrice. Les facteurs limitants de ce parcours sont la latence mémoire et le branchement. Nous proposons ici un algorithme de traversée d'octree alliant les bén...
International audiencePredicting and optimizing the performance of ray shooting is a very important ...
Abstract--A ray tracing implementation is described that is based on an octree representation of a s...
In this paper an acceleration method for finding the nearest ray--object intersection for ray tracin...
Most of the computation time in ray-tracing algorithms is spent traversing the accelerating structur...
Ray tracing is the only image synthesis technique which allows the rendering of specular effects. In...
An octree is a well known hierarchical spatial structure which is widely used in Computer Graphics a...
The quality of images produced by Discrete Ray-Tracing voxel spaces is highly dependent on 3d grid r...
An octree is a well known hierarchical spatial structure which is widely used in Computer Graphics a...
AbstractPredicting and optimizing the performance of ray shooting is a very important problem in com...
Le lancer de rayons permet d'obtenir une grande précision pour simuler des phénomènes de rayonnement...
Recent GPU ray tracers can already achieve performance competitive to that of their CPU counterparts...
The adequated representation of three dimensional objects and/or scenes in the computer is of grea...
[[abstract]]A novel linear octree construction based on filling the closed voxel-based border is pro...
The non-uniform spatial subdivision technique refined by Andrew Glassner [Glassner 1984] minimizes f...
Ray tracing is a well known algorithm in the visualization area for its image quality and its simpli...
International audiencePredicting and optimizing the performance of ray shooting is a very important ...
Abstract--A ray tracing implementation is described that is based on an octree representation of a s...
In this paper an acceleration method for finding the nearest ray--object intersection for ray tracin...
Most of the computation time in ray-tracing algorithms is spent traversing the accelerating structur...
Ray tracing is the only image synthesis technique which allows the rendering of specular effects. In...
An octree is a well known hierarchical spatial structure which is widely used in Computer Graphics a...
The quality of images produced by Discrete Ray-Tracing voxel spaces is highly dependent on 3d grid r...
An octree is a well known hierarchical spatial structure which is widely used in Computer Graphics a...
AbstractPredicting and optimizing the performance of ray shooting is a very important problem in com...
Le lancer de rayons permet d'obtenir une grande précision pour simuler des phénomènes de rayonnement...
Recent GPU ray tracers can already achieve performance competitive to that of their CPU counterparts...
The adequated representation of three dimensional objects and/or scenes in the computer is of grea...
[[abstract]]A novel linear octree construction based on filling the closed voxel-based border is pro...
The non-uniform spatial subdivision technique refined by Andrew Glassner [Glassner 1984] minimizes f...
Ray tracing is a well known algorithm in the visualization area for its image quality and its simpli...
International audiencePredicting and optimizing the performance of ray shooting is a very important ...
Abstract--A ray tracing implementation is described that is based on an octree representation of a s...
In this paper an acceleration method for finding the nearest ray--object intersection for ray tracin...