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A Fast Ray Frustum-Triangle Intersection Algorithm with Precomputation and Early Termination
https://ipsj.ixsq.nii.ac.jp/records/18192
https://ipsj.ixsq.nii.ac.jp/records/181920c25b4d9-01a6-4ee0-a91b-d31f955d15b8
名前 / ファイル | ライセンス | アクション |
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Copyright (c) 2008 by the Information Processing Society of Japan
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Item type | Trans(1) | |||||||
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公開日 | 2008-06-26 | |||||||
タイトル | ||||||||
タイトル | A Fast Ray Frustum-Triangle Intersection Algorithm with Precomputation and Early Termination | |||||||
タイトル | ||||||||
言語 | en | |||||||
タイトル | A Fast Ray Frustum-Triangle Intersection Algorithm with Precomputation and Early Termination | |||||||
言語 | ||||||||
言語 | eng | |||||||
キーワード | ||||||||
主題Scheme | Other | |||||||
主題 | アルゴリズム | |||||||
資源タイプ | ||||||||
資源タイプ識別子 | http://purl.org/coar/resource_type/c_6501 | |||||||
資源タイプ | journal article | |||||||
著者所属 | ||||||||
Tohoku University | ||||||||
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Tohoku University | ||||||||
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Tohoku University | ||||||||
著者所属 | ||||||||
Tohoku University | ||||||||
著者所属 | ||||||||
Tohoku University | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Tohoku University | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Tohoku University | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Tohoku University | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Tohoku University | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Tohoku University | ||||||||
著者名 |
Kazuhiko, Komatsu
× Kazuhiko, Komatsu
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著者名(英) |
Kazuhiko, Komatsu
× Kazuhiko, Komatsu
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論文抄録 | ||||||||
内容記述タイプ | Other | |||||||
内容記述 | 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. | |||||||
論文抄録(英) | ||||||||
内容記述タイプ | Other | |||||||
内容記述 | 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. | |||||||
書誌レコードID | ||||||||
収録物識別子タイプ | NCID | |||||||
収録物識別子 | AA11833852 | |||||||
書誌情報 |
情報処理学会論文誌コンピューティングシステム(ACS) 巻 1, 号 1, p. 85-95, 発行日 2008-06-26 |
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ISSN | ||||||||
収録物識別子タイプ | ISSN | |||||||
収録物識別子 | 1882-7829 | |||||||
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言語 | ja | |||||||
出版者 | 情報処理学会 |