A Fast Ray-Tracing Using Bounding Spheres and Frustum Rays for Dynamic Scene Rendering

Author:

SUZUKI Ken-ichi1,KAERIYAMA Yoshiyuki2,KOMATSU Kazuhiko3,EGAWA Ryusuke3,OHBA Nobuyuki4,KOBAYASHI Hiroaki3

Affiliation:

1. Tohoku Institute of Technology

2. Nikon Corporation

3. Cyberscience Center, Tohoku University

4. IBM Research, Tokyo Research Laboratory, IBM Japan Ltd.

Publisher

Institute of Electronics, Information and Communications Engineers (IEICE)

Subject

Artificial Intelligence,Electrical and Electronic Engineering,Computer Vision and Pattern Recognition,Hardware and Architecture,Software

Reference34 articles.

1. [1] J.D. MacDonald and K.S. Booth, “Heuristics for ray tracing using space subdivision,” Visual Computer, vol.6, no.3, pp.153-166, 1990.

2. [2] M.J. Charney and I.D. Scherson, “Efficient traversal of well-behaved hierarchical trees of extents for ray-tracing complex scenes,” Visual Computer, vol.6, no.3, pp.167-178, 1990.

3. [3] V. Havran, Heuristic Ray Shooting Algorithms, PhD thesis, Faculty of Electrical Engineering, Czech Technical University in Prague, 2000.

4. [4] I. Wald and V. Havran, “On building kd-trees for ray tracing, and on doing that in o(n log n),” RT '06: Proc. 2006 IEEE Symposium on Interactive Ray Tracing, pp.61-70, 2006.

5. [5] S. Popov, J. Gunther, H.P. Seidel, and P. Slusallek, “Experiences with streaming construction of SAH kd-trees,” RT '06: Proc. 2006 IEEE Symposium on Interactive Ray Tracing, pp.89-94, 2006.

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