Accelerating Ray Tracing using Constrained Tetrahedralizations
Ares Lagae, Philip Dutré
In Computer Graphics Forum, 27(4), 2008.
Abstract: In this paper we introduce the constrained tetrahedralization as a new acceleration structure for ray tracing. A constrained tetrahedralization of a scene is a tetrahedralization that respects the faces of the scene geometry. The closest intersection of a ray with a scene is found by traversing this tetrahedralization along the ray, one tetrahedron at a time. We show that constrained tetrahedralizations are a viable alternative to current acceleration structures, and that they have a number of unique properties that set them apart from other acceleration structures: constrained tetrahedralizations are not hierarchical yet adaptive; the complexity of traversing them is a function of local geometric complexity rather than global geometric complexity; constrained tetrahedralizations support deforming geometry without any effort; and they have the potential to unify several data structures currently used in global illumination.
@article{Lagae:2008:ART,
author = {Ares Lagae and Philip Dutré},
title = {Accelerating Ray Tracing using Constrained Tetrahedralizations},
journal = {Computer Graphics Forum},
volume = {27},
number = {4},
pages = {1303--1312},
year = {2008},
}
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