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Accelerating ray shooting through aggressive 5D visibility preprocessing

Published:03 February 2003Publication History

ABSTRACT

We present a new approach to accelerating general ray shooting. Our technique uses a five-dimensional ray space partition and is based on the classic ray-classification algorithm. Where the original algorithm evaluates intersection candidates at run-time, our solution evaluates them as a preprocess.The offline nature of our solution allows for an adaptive subdivision of ray space. The advantage being, that it allows for the placement of a user set upper bound on the number of primitives intersected.The candidate sets produced account for occlusion, thereby reducing memory requirements and accelerating the ray shooting process. A novel algorithm which exploits graphics hardware is used to evaluate the candidate sets. It is the treatment of occlusion that allows for the practical precomputation of the ray space partition. This algorithm is called aggressive since it is optimal (no invisible primitives are included), but may result in false exclusion of visible primitives. Error is minimised through the adaptive sampling.

References

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                cover image ACM Conferences
                AFRIGRAPH '03: Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
                February 2003
                184 pages
                ISBN:1581136439
                DOI:10.1145/602330

                Copyright © 2003 ACM

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                Association for Computing Machinery

                New York, NY, United States

                Publication History

                • Published: 3 February 2003

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                AFRIGRAPH '03 Paper Acceptance Rate24of40submissions,60%Overall Acceptance Rate47of90submissions,52%
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