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Faster ray packets - triangle intersection through vertex culling
Source International Conference on Computer Graphics and Interactive Techniques archive
ACM SIGGRAPH 2007 posters table of contents
San Diego, California
SESSION: Rendering table of contents
Article No. 171  
Year of Publication: 2007
Author
Alexander Reshetov  Intel Corporation
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

To eliminate unnecessary ray packet-triangle intersection tests, we check for separation of two convex objects: a triangle and a frustum containing intersections of rays with a leaf node of an acceleration structure. We show a performance improvement that is proportional to the ratio of lengths of average leaf edge to triangle edge, which opens new possibilities for creation of better acceleration structures.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Boulos S., Wald I., and Shirley P. 2006. Geometric and Arithmetic Culling Methods for Entire Ray Packets, Technical Report UUCS-06-10, SCI Institute, University of Utah.
 
2
Kensler. J. and Shirley P. 2006. Optimizing Ray-Triangle Intersection via Automated Search. In Proceedings of the IEEE Symposium on Interactive Ray Tracing, 2006, 33--38.