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  1. 論文誌(トランザクション)
  2. コンピューティングシステム(ACS)
  3. Vol.1
  4. No.1

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/18192
0c25b4d9-01a6-4ee0-a91b-d31f955d15b8
名前 / ファイル ライセンス アクション
IPSJ-TACS0101010.pdf IPSJ-TACS0101010.pdf (822.1 kB)
Copyright (c) 2008 by the Information Processing Society of Japan
オープンアクセス
Item type Trans(1)
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
著者所属
Tohoku University
著者所属
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 Yoshiyuki, Kaeriyama Kenichi, Suzuki Hiroyuki, Takizawa Hiroaki, Kobayashi

× Kazuhiko, Komatsu Yoshiyuki, Kaeriyama Kenichi, Suzuki Hiroyuki, Takizawa Hiroaki, Kobayashi

Kazuhiko, Komatsu
Yoshiyuki, Kaeriyama
Kenichi, Suzuki
Hiroyuki, Takizawa
Hiroaki, Kobayashi

Search repository
著者名(英) Kazuhiko, Komatsu Yoshiyuki, Kaeriyama Kenichi, Suzuki Hiroyuki, Takizawa Hiroaki, Kobayashi

× Kazuhiko, Komatsu Yoshiyuki, Kaeriyama Kenichi, Suzuki Hiroyuki, Takizawa Hiroaki, Kobayashi

en Kazuhiko, Komatsu
Yoshiyuki, Kaeriyama
Kenichi, Suzuki
Hiroyuki, Takizawa
Hiroaki, Kobayashi

Search repository
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
ISSN
収録物識別子タイプ ISSN
収録物識別子 1882-7829
出版者
言語 ja
出版者 情報処理学会
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