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Naive ray-tracing: A divide-and-conquer approach

Benjamin Mora Orcid Logo

ACM Transactions on Graphics, Volume: 30, Issue: 5, Start page: 117

Swansea University Author: Benjamin Mora Orcid Logo

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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...

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Published in: ACM Transactions on Graphics
ISSN: 0730-0301
Published: ACM 2011
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URI: https://cronfa.swan.ac.uk/Record/cronfa7579
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first_indexed 2013-07-23T11:58:45Z
last_indexed 2018-02-09T04:35:55Z
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spelling 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 SCS 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 Computer Science COLLEGE CODE SCS 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
author_id_str_mv 557f93dfae240600e5bd4398bf203821
author_id_fullname_str_mv 557f93dfae240600e5bd4398bf203821_***_Benjamin Mora
author Benjamin Mora
author2 Benjamin Mora
format Journal article
container_title 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
publisher ACM
college_str Faculty of Science and Engineering
hierarchytype
hierarchy_top_id facultyofscienceandengineering
hierarchy_top_title Faculty of Science and Engineering
hierarchy_parent_id facultyofscienceandengineering
hierarchy_parent_title Faculty of Science and Engineering
department_str 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 2011-10-01T03:09:26Z
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score 11.014358