Accelerating Ray Tracing using Constrained Tetrahedralizations
Abstract
In this paper we introduce the constrained tetrahedralization as a new acceleration structure for ray tracing. A constrained tetrahedralization of a scene is a tetrahedralization that respects the faces of the scene geometry. The closest intersection of a ray with a scene is found by traversing this tetrahedralization along the ray, one tetrahedron at a time. We show that constrained tetrahedralizations are a viable alternative to current acceleration structures, and that they have a number of unique properties that set them apart from other acceleration structures: constrained tetrahedralizations are not hierarchical yet adaptive; the complexity of traversing them is a function of local geometric complexity rather than global geometric complexity; constrained tetrahedralizations support deforming geometry without any effort; and they have the potential to unify several data structures currently used in global illumination.
BibTeX
@article {10.1111:j.1467-8659.2008.01269.x,
journal = {Computer Graphics Forum},
title = {{Accelerating Ray Tracing using Constrained Tetrahedralizations}},
author = {Lagae, Ares and Dutre, Philip},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2008.01269.x}
}
journal = {Computer Graphics Forum},
title = {{Accelerating Ray Tracing using Constrained Tetrahedralizations}},
author = {Lagae, Ares and Dutre, Philip},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2008.01269.x}
}