Journal article 1939 views
Naive ray-tracing: A divide-and-conquer approach
ACM Transactions on Graphics, Volume: 30, Issue: 5, Start page: 117
Swansea University Author:
Benjamin Mora
Full text not available from this repository: check for access using links below.
DOI (Published version): 10.1145/2019627.2019636
Abstract
This paper presents for the first time how to achieve efficient ray-tracing without using a spatial subdivision data structure. Intersections are computed from just a set of rays and a set of triangles, without any processing steps. The approach also demonstrates state-of-the-art performances and de...
| Published in: | ACM Transactions on Graphics |
|---|---|
| ISSN: | 0730-0301 |
| Published: |
ACM
2011
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| Online Access: |
Check full text
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| URI: | https://cronfa.swan.ac.uk/Record/cronfa7579 |
| first_indexed |
2013-07-23T11:58:45Z |
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2018-02-09T04:35:55Z |
| id |
cronfa7579 |
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SURis |
| fullrecord |
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2015-07-08T13:43:08.6364390 v2 7579 2012-02-23 Naive ray-tracing: A divide-and-conquer approach 557f93dfae240600e5bd4398bf203821 0000-0002-2945-3519 Benjamin Mora Benjamin Mora true false 2012-02-23 MACS This paper presents for the first time how to achieve efficient ray-tracing without using a spatial subdivision data structure. Intersections are computed from just a set of rays and a set of triangles, without any processing steps. The approach also demonstrates state-of-the-art performances and deterministic memory usage, which is important in some systems like game consoles, and allows real-time ray-tracing. Journal Article ACM Transactions on Graphics 30 5 117 ACM 0730-0301 ray-tracing, rendering 1 10 2011 2011-10-01 10.1145/2019627.2019636 COLLEGE NANME Mathematics and Computer Science School COLLEGE CODE MACS Swansea University 2015-07-08T13:43:08.6364390 2012-02-23T17:02:01.0000000 Faculty of Science and Engineering School of Mathematics and Computer Science - Computer Science Benjamin Mora 0000-0002-2945-3519 1 |
| title |
Naive ray-tracing: A divide-and-conquer approach |
| spellingShingle |
Naive ray-tracing: A divide-and-conquer approach Benjamin Mora |
| title_short |
Naive ray-tracing: A divide-and-conquer approach |
| title_full |
Naive ray-tracing: A divide-and-conquer approach |
| title_fullStr |
Naive ray-tracing: A divide-and-conquer approach |
| title_full_unstemmed |
Naive ray-tracing: A divide-and-conquer approach |
| title_sort |
Naive ray-tracing: A divide-and-conquer approach |
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557f93dfae240600e5bd4398bf203821 |
| author_id_fullname_str_mv |
557f93dfae240600e5bd4398bf203821_***_Benjamin Mora |
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Benjamin Mora |
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Benjamin Mora |
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Journal article |
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ACM Transactions on Graphics |
| container_volume |
30 |
| container_issue |
5 |
| container_start_page |
117 |
| publishDate |
2011 |
| institution |
Swansea University |
| issn |
0730-0301 |
| doi_str_mv |
10.1145/2019627.2019636 |
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ACM |
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Faculty of Science and Engineering |
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facultyofscienceandengineering |
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Faculty of Science and Engineering |
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facultyofscienceandengineering |
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Faculty of Science and Engineering |
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School of Mathematics and Computer Science - Computer Science{{{_:::_}}}Faculty of Science and Engineering{{{_:::_}}}School of Mathematics and Computer Science - Computer Science |
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| description |
This paper presents for the first time how to achieve efficient ray-tracing without using a spatial subdivision data structure. Intersections are computed from just a set of rays and a set of triangles, without any processing steps. The approach also demonstrates state-of-the-art performances and deterministic memory usage, which is important in some systems like game consoles, and allows real-time ray-tracing. |
| published_date |
2011-10-01T03:14:49Z |
| _version_ |
1851089474348384256 |
| score |
11.089407 |

