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A Fast Voxel Traversal Algorithm for Ray Tracing (1987)

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by John Amanatides , Andrew Woo
Venue:In Eurographics ’87
Citations:206 - 4 self
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BibTeX

@INPROCEEDINGS{Amanatides87afast,
    author = {John Amanatides and Andrew Woo},
    title = {A Fast Voxel Traversal Algorithm for Ray Tracing},
    booktitle = {In Eurographics ’87},
    year = {1987},
    pages = {3--10}
}

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Abstract

A fast and simple voxel traversal algorithm through a 3D space partition is introduced. Going from one voxel to its neighbour requires only two floating point comparisons and one floating point addition. Also, multiple ray intersections with objects that are in more than one voxel are eliminated. Introduction In recent years, ray tracing has become the algorithm of choice for generating high fidelity images. Its simplicity and elegance allows one to easily model reflection, refraction and shadows. 1 Unfortunately, it has a major drawback: computational expense. The prime reason for this is that the heart of ray tracing, intersecting an object with a ray, is expensive and can easily take up to 95% of the rendering time. Unless some sort of intersection culling is performed, each ray must intersect all the objects in the scene, a very expensive proposition. There are two general strategies for intersection culling: hierarchical bounding volumes 1, 2, 3, 4 and space partitioning...

Keyphrases

ray tracing    fast voxel traversal algorithm    intersection culling    point comparison    hierarchical bounding volume    multiple ray intersection    prime reason    rendering time    recent year    simple voxel traversal    computational expense    major drawback    space partition    space partitioning    floating point addition    high fidelity image    expensive proposition    general strategy   

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