This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
Breadth-First Ray Tracing Utilizing Uniform Spatial Subdivision
October-December 1997 (vol. 3 no. 4)
pp. 316-328

Abstract—Breadth-first ray tracing is based on the idea of exchanging the roles of rays and objects. For scenes with a large number of objects, it may be profitable to form a set of rays and compare each object in turn against this set. By doing so, thrashing, due to disk access, can be minimized. In this paper, we present ways to combine breadth-first methods with traditional efficient algorithms, along with new schemes to minimize accessing objects stored on disk. Experimental analysis, including comparisons with depth-first ray tracing, shows that large databases can be handled efficiently with this approach.

[1] An Introduction to Ray Tracing, A. Glassner, ed. Academic Press, 1989.
[2] R.L. Cook, L. Carpenter, and E. Catmull, “The Reyes Image Rendering Architecture,” Computer Graphics, vol. 21, no. 4, pp. 95-102, July 1987.
[3] H. Müller and J. Winckler, "Distributed Image Synthesis With Breadth-First Ray Tracing and the Ray-z-Buffer," Data Structures and Efficient Algorithms. Final Report on the DFG Special Initiative, B. Monien and T. Ottmann, eds., Lecture Notes in Computer Science, vol. 594, pp. 124-147. Springer-Verlag, 1992.
[4] J.M. Snyder and A.H. Barr, "Ray Tracing Complex Models Containing Surface Tesselations," ACM Computer Graphics (Proc. Siggraph), Vol. 21, No. 4, Jul. 1987, pp. 119-128.
[5] D. Kirk and J. Arvo, "The Ray Tracing Kernel," Proc. Ausgraph '88, pp. 75-82, 1988.
[6] G.J. Ward, "The RADIANCE Lighting Simulation and Rendering System," Computer Graphics, pp. 459-472, July 1994.
[7] J.T. Kajiya and T.L. Kay,“Rendering fur with three dimensional textures,” Computer Graphics (SIGGRAPH’89 Proc.), J. Lane, ed., vol. 23, pp. 271-280, July 1989.
[8] J.C. Hart and T.A. DeFanti, "Efficient Anti-Aliased Rendering of 3D Linear Fractals," Computer Graphics (SIGGRAPH '91 Proc.), T.W. Sederberg, ed., vol. 25, pp. 91-100, July 1991.
[9] E.A. Haines, "Efficiency Improvements for Hierarchy Traversal in Ray Tracing," Graphics Gems II, J. Arvo, ed., pp. 267-274.San Diego: Academic Press, 1991.
[10] D. Badouel, K. Bouatouch, and T. Priol, "Distributing Data and Control for Ray Tracing in Parallel," IEEE Computer Graphics and Applications, vol. 14, no. 4, pp. 69-77, July 1995.
[11] D. Voorhies, "Space-Filling Curves and a Measure of Coherence," Graphics Gems II, J. Arvo, ed., pp. 26-30.San Diego: Academic Press, 1991.
[12] B. Lamparter, H. Muller, and J. Winckler, "The Ray-z-Buffer—An Approach for Ray Tracing Arbitrarily Large Scenes," technical report, Universitat Freiburg Institut fur Informatik, Apr. 1990.
[13] P. Hanrahan, "Using Caching and Breadth-First Search to Speed Up Ray-Tracing," Proc. Graphics Interface '86, Canadian Information Processing Soc., pp. 56-61,Toronto, Ontario, May 1986,
[14] H. Muller, "Image Generation by Space Sweep," Computer Graphics Forum, vol. 5, no. 3, pp. 189-195, Sept. 1986.
[15] D.J. Plunkett and M.J. Bailey, "The Vectorization of a Ray-Tracing Algorithm for Improved Execution Speed," IEEE Computer Graphics and Applications, vol. 5, no. 8, pp. 52-60, Aug. 1985.
[16] S. Gaudet, R. Hobson, P. Chilka, and T. Calvert, "Multiprocessor Experiments for High Speed Ray Tracing," ACM Trans. Graphics, vol. 7, no. 3, July 1988.
[17] A. Fujimoto and K. Iwata, "Accelerated Ray Tracing," Computer Graphics: Visual Technology and Art (Proc. Computer Graphics Tokyo '85), T. Kunii, ed., pp. 41-65,New York, 1985.
[18] A.S. Glassner, "Space Subdivision for Fast Ray Tracing," IEEE Computer Graphics and Applications, vol. 4, no. 10, pp. 15-22, Oct. 1984.
[19] D. Jevans and B. Wyvill, "Adaptive Voxel Subdivision for Ray Tracing," Proc. Graphics Interface '89, Canadian Information Processing Soc., pp. 164-172,Toronto, Ontario, June 1989.
[20] K.S. Klimansezewski and T.W. Sederberg, "Faster Ray Tracing Using Adaptive Grids," IEEE Computer Graphics and Applications, vol. 17, no. 1, Jan./Feb. 1997, pp. 42-51.
[21] B. Arnaldi, T. Priol, and K. Bouatouch, "A New Space Subdivision Method for Ray Tracing CSG Modelled Scenes," The Visual Computer, vol. 3, no. 2, pp. 98-108, Aug. 1987.
[22] E.A. Haines, "A Proposal for Standard Graphics Environments," IEEE Computer Graphics and Applications, vol. 7, no. 11, pp. 3-5, Nov. 1987.
[23] E.A. Haines and M. VandeWettering, "Sorting Unnecessary on Shadow Rays for Kay/Kajiya?," Ray Tracing News, vol. 1, no. 4, Sept. 1988.

Index Terms:
Breadth-first ray tracing, uniform spatial subdivision.
Citation:
Koji Nakamaru, Yoshio Ohno, "Breadth-First Ray Tracing Utilizing Uniform Spatial Subdivision," IEEE Transactions on Visualization and Computer Graphics, vol. 3, no. 4, pp. 316-328, Oct.-Dec. 1997, doi:10.1109/2945.646235
Usage of this product signifies your acceptance of the Terms of Use.