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Naive ray-tracing: A divide-and-conquer approach

Benjamin Mora Orcid Logo

ACM Transactions on Graphics, Volume: 30, Issue: 5, Start page: 117

Swansea University Author: Benjamin Mora Orcid Logo

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Abstract

This paper presents for the first time how to achieve efficient ray-tracing without using a spatial subdivision data structure. Intersections are computed from just a set of rays and a set of triangles, without any processing steps. The approach also demonstrates state-of-the-art performances and de...

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Published in: ACM Transactions on Graphics
ISSN: 0730-0301
Published: ACM 2011
Online Access: Check full text

URI: https://cronfa.swan.ac.uk/Record/cronfa7579
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Abstract: This paper presents for the first time how to achieve efficient ray-tracing without using a spatial subdivision data structure. Intersections are computed from just a set of rays and a set of triangles, without any processing steps. The approach also demonstrates state-of-the-art performances and deterministic memory usage, which is important in some systems like game consoles, and allows real-time ray-tracing.
Keywords: ray-tracing, rendering
College: Faculty of Science and Engineering
Issue: 5
Start Page: 117