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Journal ArticleDOI

ARTS: Accelerated Ray-Tracing System

Akira Fujimoto, +2 more
- 01 Apr 1986 - 
- Vol. 6, Iss: 4, pp 16-26
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TLDR
3DDDA as mentioned in this paper is a 3D line generator for efficient traversing of both structures and provides an order of magnitude improvement in processing speed compared to other known ray-tracing methods.
Abstract
In this article we propose algorithms that address the two basic problems encountered in generating continuous-tone images by ray tracing: speed and aliasing. We examine previous approaches to the problem and then propose a scheme based on the coherency of an auxiliary data structure imposed on the original object domain. After investigating both simple spatial enumeration and a hybrid octree approach, we developed 3DDDA, a 3D line generator for efficient traversing of both structures. 3DDDA provides an order of magnitude improvement in processing speed compared to other known ray-tracing methods. Processing time is found to be virtually independent of the number of objects involved in the scene. For large numbers of objects, this method actully becomes faster than scan-line methods. To remove jags from edges, a scheme for identifying edge orientation and distance from pixel center to true edge has been implemented. The time required for antialiasing depends on the total length of the edges encountered, but it is normally only a fractional addition to the time needed to produce the scene without antialiasing.

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Citations
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Journal ArticleDOI

Volume rendering

TL;DR: A technique for rendering images of volumes containing mixtures of materials is presented, which allows both the interior of a material and the boundary between materials to be colored.
Journal ArticleDOI

Efficient ray tracing of volume data

TL;DR: This paper presents a front-to-back image-order volume-rendering algorithm and discusses two techniques for improving its performance, which employs a pyramid of binary volumes to encode spatial coherence present in the data and uses an opacity threshold to adaptively terminate ray tracing.
Proceedings ArticleDOI

A Fast Voxel Traversal Algorithm for Ray Tracing

TL;DR: A fast and simple voxel traversal algorithm through a 3D space partition is introduced that is a variant of the DDA line algorithm and allows for simpler traversal at the expense of more voxels.
Book ChapterDOI

An Introduction to Ray Tracing

TL;DR: This paper is a practical guide to ray tracing for those familiar with graphics and consists of a conceptual model of ray tracing, C code for a basic system, and an explanation of how and why the code works.
Journal ArticleDOI

Volume graphics

TL;DR: Volume graphics, which employs a volume buffer of voxels for 3D scene representation, is discussed and the problems associated with the volume buffer representation (such as discreteness, memory size, processing time, and loss of geometric representation) are discussed.
References
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An improved illumination model for shaded display

TL;DR: Consideration of all of these factors allows the shader to accurately simulate true reflection, shadows, and refraction, as well as the effects simulated by conventional shaders.
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Journal ArticleDOI

A Generalization of Algebraic Surface Drawing

TL;DR: A new algorithm applicable to other functional forms, in particular to the summation of several gaussian density distributions is presented, created to model electron density maps of molecular structures but can be used for other artistically interesting shapes.
Journal ArticleDOI

A Characterization of Ten Hidden-Surface Algorithms

TL;DR: The paper shows that the order of sorting and the types of sorting used form differences among the existing hidden-surface algorithms.