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Journal ArticleDOI

Two algorithms for taking advantage of temporal coherence in ray tracing

Sig Badt
- 01 May 1988 - 
- Vol. 4, Iss: 3, pp 123-132
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TLDR
Two algorithms to make ray-tracing faster for the production of motion pictures by taking advantage of the fact that motion picture images do not change very much from frame to frame are presented.
Abstract
The basic ray-tracing algorithm is adapted to make ray-tracing faster for the production of motion pictures. Two algorithms are presented. The image space temporal coherence algorithm takes advantage of the fact that motion picture images do not change very much from frame to frame. The reprojection algorithm uses information about the object space saved from the previous frame to accelerate the processing of the current frame. The reprojection algorithm is used when the viewpoint of the current frame is changed by a small amount from the viewpoint of the previous frame.

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Citations
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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

Hierarchical Z-buffer visibility

TL;DR: A hierarchical Z-buffer scan-conversion algorithm that uses two hierarchical data structures, an object-space octree and an image-space Z pyramid, to accelerate scan conversion and is well suited to models with high depth complexity.
Proceedings ArticleDOI

Post-rendering 3D warping

TL;DR: This paper uses McMillan and Bishop’s image warping algorithm to re-render, allowing it to compensate for viewpoint translation as well as rotation, and avoids occlusion-related artifacts by warping two different reference images and compositing the results.
Proceedings ArticleDOI

Interactive rendering using the render cache

TL;DR: This implementation demonstrates an interactive application working with both ray tracing and path tracing renderers in situations where they would normally be considered too expensive, using a software only implementation without the use of 3D graphics hardware.
Book ChapterDOI

Image-Based Rendering for Non-Diffuse Synthetic Scenes

TL;DR: A new family of image- based scene representations are introduced and corresponding image-based rendering algorithms that are capable of handling general synthetic scenes containing not only diffuse reflectors, but also specular and glossy objects are described.
References
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Book

An improved illumination model for shaded display

TL;DR: In this article, a tree of "rays" extending from the viewer to the first surface encountered and from there to other surfaces and to the light sources is used to calculate the intensity of the light received by the viewer.
Journal ArticleDOI

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.
Proceedings ArticleDOI

Distributed ray tracing

TL;DR: Motion blur and depth of field calculations can be integrated with the visible surface calculations, avoiding the problems found in previous methods.
Book

Distributed ray tracing

TL;DR: In this paper, the directions of the rays are distributed according to the analytic function they sample, which can incorporate fuzzy phenomena, such as penumbras, translucency, and fuzzy reflections.
Journal ArticleDOI

Space subdivision for fast ray tracing

TL;DR: In this article, an octree-based algorithm is proposed to reduce the number of time-consuming object-ray intersection calculations by associating a given voxel with only those objects whose surfaces pass through the volume of the Voxel, which makes possible the ray tracing of complex scenes by medium-scale and small-scale computers.