A Fast Ray Frustum-Triangle Intersection Algorithm with Precomputation and Early Termination
スポンサーリンク
概要
- 論文の詳細を見る
Although ray tracing is the best approach to high-quality image synthesis much time is required to generate images due to its huge amount of computation. In particular ray-primitive intersection tests still dominate the execution time required for ray tracing and faster ray-primitive intersection algorithms are strongly required to interactively generate higher-quality images with more advanced effects. This paper presents a new fast algorithm for the intersection tests that makes a good use of ray and object coherence in ray tracing. The proposed algorithm utilizes the features whereby the rays in a bundle share the same origin and have massive coherence. By reducing the redundant calculations in the innermost intersection tests for the bundles by precomputation and early termination the proposed algorithm accelerates the intersection tests. Experimental results show that the proposed algorithm achieves 1.43 times faster intersection tests compared with Möller's algorithm by exploiting the features of the bundles of rays.
- 一般社団法人情報処理学会の論文
- 2008-06-26
著者
-
Kazuhiko Komatsu
Tohoku University
-
Yoshiyuki Kaeriyama
Tohoku University
-
Kenichi Suzuki
Tohoku University
-
Hiroyuki Takizawa
Tohoku University
-
Hiroaki Kobayashi
Tohoku University
-
Hiroyuki Takizawa
Graduate School Of Information Science Tohoku University
-
Hiroaki Kobayashi
Cyberscience Center Tohoku University
-
Kobayashi Hiroaki
Tohoku Univ.
-
Hiroaki Kobayashi
Cyberscience Center, Tohoku University
関連論文
- An Out-of-order Vector Processing Mechanism for Multimedia Applications
- A Fast Ray Frustum-Triangle Intersection Algorithm with Precomputation and Early Termination
- A Self-Organized Overlay Network Management Mechanism for Heterogeneous Environments
- A Fast Ray Frustum-Triangle Intersection Algorithm with Precomputation and Early Termination