Discrete Ray-Tracing of Huge Voxel Spaces
Abstract
The quality of images produced by Discrete Ray-Tracing voxel spaces is highly dependent on 3d grid resolution. The huge amount of memory needed to store such grids often discards discrete Ray-Tracing as a practical visualization algorithm. The use of an octree can drastically change this when most of space is empty, as such is the case in most scenes.Although the memory problem can be bypassed using the octree, the performance problem still remains. A known fact is that the performance of discrete traversal is optimal for quite low resolutions. This problem can be easily solved by dividing the task in two steps, working in two low resolutions instead of just one high resolution, thus taking advantage of optimal times in both steps. This is possible thanks to the octree property of representing the same scene in several different resolutions. This article presents a two step Discrete Ray-Tracing method using an octree and shows, by comparing it with the single step version, that a substantial gain in performance is achieved.
BibTeX
@article {10.1111:j.1467-8659.1995.cgf143-0383.x,
journal = {Computer Graphics Forum},
title = {{Discrete Ray-Tracing of Huge Voxel Spaces}},
author = {Stolte, Nilo and Caubet, Rene},
year = {1995},
publisher = {Blackwell Science Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.1995.cgf143-0383.x}
}
journal = {Computer Graphics Forum},
title = {{Discrete Ray-Tracing of Huge Voxel Spaces}},
author = {Stolte, Nilo and Caubet, Rene},
year = {1995},
publisher = {Blackwell Science Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.1995.cgf143-0383.x}
}