ANALYSIS OF AN ALGORITHM FOR FAST RAY TRACING USING UNIFORM SPACE SUBDIVISION
Date
1987-10-01
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Abstract
Ray tracing is becoming popular as the best method of rendering high
quality images from three dimensional models. Unfortunately, the
computational cost is high. Recently, a number of authors have
reported on ways to speed up this process by means of space
subdivision which is used to minimize the number of intersection
calculations. We describe such an algorithm together with an
analysis of the factors which affect its performance. The critical
operation of skipping an empty space subdivision can be done very
quickly, using only integer addition and comparison. A theoretical
analysis of the algorithm is developed. It shows how the space and
time requirements vary with the number of objects in the scene.
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Computer Science