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dc.contributor.authorStolte, Niloen_US
dc.contributor.authorCaubet, Reneen_US
dc.date.accessioned2014-10-21T07:37:52Z
dc.date.available2014-10-21T07:37:52Z
dc.date.issued1995en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.1995.cgf143-0383.xen_US
dc.description.abstractThe 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.en_US
dc.publisherBlackwell Science Ltd and the Eurographics Associationen_US
dc.titleDiscrete Ray-Tracing of Huge Voxel Spacesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume14en_US
dc.description.number3en_US
dc.identifier.doi10.1111/j.1467-8659.1995.cgf143-0383.xen_US
dc.identifier.pages383-394en_US


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