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

Published:22 October 2011Publication History
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Abstract

We present an efficient ray-tracing algorithm which, for the first time, does not store any data structures when performing spatial subdivisions, and directly computes intersections inside the scene. This new algorithm is often faster than comparable ray-tracing methods at rendering dynamic scenes, and has a similar level of performance when compared to static ray-tracers. Memory management is made minimal and deterministic, which simplifies ray-tracing engineering, as spatial subdivision data structures are no longer considered in the graphics pipeline. This is possible with a modification of Whitted's naive ray-tracing algorithm by using a divide-and-conquer approach, and by having a sufficient collection of rays in order to reduce the complexity of naive ray-tracing. In particular, the algorithm excels at spontaneously solving large Ray/Primitive intersection problems.

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    • Published in

      cover image ACM Transactions on Graphics
      ACM Transactions on Graphics  Volume 30, Issue 5
      October 2011
      198 pages
      ISSN:0730-0301
      EISSN:1557-7368
      DOI:10.1145/2019627
      Issue’s Table of Contents

      Copyright © 2011 ACM

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      Publication History

      • Published: 22 October 2011
      • Revised: 1 February 2011
      • Received: 1 May 2010
      Published in tog Volume 30, Issue 5

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