An efficient algorithm for ray tracing

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dc.contributor.author Pantazopoulos, JS en
dc.contributor.author Tzafestas, SG en
dc.date.accessioned 2014-03-01T01:15:28Z
dc.date.available 2014-03-01T01:15:28Z
dc.date.issued 2000 en
dc.identifier.issn 0921-0296 en
dc.identifier.uri http://hdl.handle.net/123456789/13522
dc.subject ray tracing en
dc.subject divide-and-conquer technique en
dc.subject transitive-between relations en
dc.subject first hit calculations en
dc.subject light-visibility tests en
dc.subject.classification Computer Science, Artificial Intelligence en
dc.subject.classification Robotics en
dc.title An efficient algorithm for ray tracing en
heal.type journalArticle en
heal.identifier.primary 10.1023/A:1008105317571 en
heal.identifier.secondary http://dx.doi.org/10.1023/A:1008105317571 en
heal.language English en
heal.publicationDate 2000 en
heal.abstract This paper presents a new algorithm that performs more efficient ray tracing compared to existing algorithms. This algorithm is based on the "divide-and-conquer" technique well known from the area of lists sorting, and speeds up the intersections and light-visibility tests for the first hit. A new definition of transitive-between-relations (TBR) is introduced. A simple shooting ray guide is embedded into a conventional ray tracer to reduce the number of intersection tests and thus speed-up the first hit calculation and the associated light conditions tests. The algorithm was tested in environments made up of convex polygons (random triangles, linearly positioned pyramids) but it can be used in environments with other primitives. en
heal.publisher KLUWER ACADEMIC PUBL en
dc.identifier.doi 10.1023/A:1008105317571 en
dc.identifier.isi ISI:000087599400011 en
dc.identifier.volume 28 en
dc.identifier.issue 1-2 en
dc.identifier.spage 171 en
dc.identifier.epage 180 en

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