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dc.contributor.authorLagae, Aresen_US
dc.contributor.authorDutre, Philipen_US
dc.date.accessioned2015-02-21T17:06:50Z
dc.date.available2015-02-21T17:06:50Z
dc.date.issued2008en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2008.01269.xen_US
dc.description.abstractIn 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.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleAccelerating Ray Tracing using Constrained Tetrahedralizationsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.description.number4en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01269.xen_US
dc.identifier.pages1303-1312en_US


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