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<p><it>Abstract</it>—Ray tracing requires many ray-obect intersection tests. A way of reducing the number of ray-object intersection tests is to subdivide the space occupied by objects into many non-overlapping subregions, called <it>voxels</it>, and to construct an octree for the subdivided space. In this paper, we propose the <it>Octree-R</it>, an octree-variant data structure for efficient ray tracing. The algorithm for constructing the Octree-R first estimates the number of ray-object intersection tests. Then, it partitions the space along the plane that minimizes the estimated number of ray-object intersection tests. We present the results of experiments for verifying the effectiveness of the Octree-R. In the experiment, the Octree-R provides a 4% to 47% performance gain over the conventional octree. The result shows the more skewed the object distribution (as is typical for real data), the more performance gain the Octree-R achieves.</p>
Ray tracing octree, Octree-R, space subdivision.

I. Song et al., "Octree-R: An Adaptive Octree for Efficient Ray Tracing," in IEEE Transactions on Visualization & Computer Graphics, vol. 1, no. , pp. 343-349, 1995.
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