Topic
Ray tracing (graphics)
About: Ray tracing (graphics) is a research topic. Over the lifetime, 7010 publications have been published within this topic receiving 112500 citations. The topic is also known as: RT.
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TL;DR: This implementation of the Algebraic Reconstruction Technique appears to have a computational advantage over the more traditional implementation of ART and potential applications include image reconstruction in conjunction with ray tracing for ultrasound and microwave tomography.
Abstract: In this paper we have discussed what appears to be a superior implementation of the Algebraic Reconstruction Technique (ART). The method is based on 1) simultaneous application of the error correction terms as computed by ART for all rays in a given projection; 2) longitudinal weighting of the correction terms back-distributed along the rays; and 3) using bilinear elements for discrete approximation to the ray integrals of a continuous image. Since this implementation generates a good reconstruction in only one iteration, it also appears to have a computational advantage over the more traditional implementation of ART. Potential applications of this implementation include image reconstruction in conjunction with ray tracing for ultrasound and microwave tomography in which the curved nature of the rays leads to a non-uniform ray density across the image.
1,399 citations
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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.
Abstract: Volume rendering is a technique for visualizing sampled scalar or vector fields of three spatial dimensions without fitting geometric primitives to the data. A subset of these techniques generates images by computing 2-D projections of a colored semitransparent volume, where the color and opacity at each point are derived from the data using local operators. Since all voxels participate in the generation of each image, rendering time grows linearly with the size of the dataset. This paper presents a front-to-back image-order volume-rendering algorithm and discusses two techniques for improving its performance. The first technique employs a pyramid of binary volumes to encode spatial coherence present in the data, and the second technique uses an opacity threshold to adaptively terminate ray tracing. Although the actual time saved depends on the data, speedups of an order of magnitude have been observed for datasets of useful size and complexity. Examples from two applications are given: medical imaging and molecular graphics.
1,073 citations
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TL;DR: A physically-based rendering system tailored to the demands of lighting design and architecture using a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions.
Abstract: This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions. This includes specular, diffuse and directional-diffuse reflection and transmission in any combination to any level in any environment, including complicated, curved geometries. The simulation blends deterministic and stochastic ray-tracing techniques to achieve the best balance between speed and accuracy in its local and global illumination methods. Some of the more interesting techniques are outlined, with references to more detailed descriptions elsewhere. Finally, examples are given of successful applications of this free software by others.
956 citations
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TL;DR: New algorithms to trace objects represented by densities within a volume grid, e.g. clouds, fog, flames, dust, particle systems, suitable for use in computer graphics are presented.
Abstract: This paper presents new algorithms to trace objects represented by densities within a volume grid, e.g. clouds, fog, flames, dust, particle systems. We develop the light scattering equations, discuss previous methods of solution, and present a new approximate solution to the full three-dimensional radiative scattering problem suitable for use in computer graphics. Additionally we review dynamical models for clouds used to make an animated movie.
890 citations