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A Fast Voxel Traversal Algorithm Ray Tracing
 

Summary: A Fast Voxel Traversal Algorithm
for
Ray Tracing
John Amanatides
Andrew Woo
Dept. of Computer Science
University of Toronto
Toronto, Ontario, Canada M5S 1A4
ABSTRACT
A fast and simple voxel traversal algorithm through a 3D space partition is intro-
duced. Going from one voxel to its neighbour requires only two floating point compar-
isons and one floating point addition. Also, multiple ray intersections with objects that
are in more than one voxel are eliminated.
Introduction
In recent years, ray tracing has become the algorithm of choice for generating high fidelity images.
Its simplicity and elegance allows one to easily model reflection, refraction and shadows.1
Unfortunately,
it has a major drawback: computational expense. The prime reason for this is that the heart of ray tracing,
intersecting an object with a ray, is expensive and can easily take up to 95% of the rendering time. Unless
some sort of intersection culling is performed, each ray must intersect all the objects in the scene, a very

  

Source: Amanatides, John - Department of Computer Science, York University (Toronto)

 

Collections: Computer Technologies and Information Sciences