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dc.contributor.authorAgate, Marken_US
dc.contributor.authorGrimsdale, Richard L.en_US
dc.contributor.authorLister, Paul F.en_US
dc.contributor.editorRichard Grimsdale and Wolfgang Strasseren_US
dc.date.accessioned2014-02-06T14:08:39Z
dc.date.available2014-02-06T14:08:39Z
dc.date.issued1989en_US
dc.identifier.isbnISBN 3-540-53473-3en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH89/061-073en_US
dc.description.abstractAn algorithm is presented for rapid traversal of octree data structures, in order to enhance the speed of ray tracing for scenes of high complexity. At each level of the octree, the algorithm generates the addresses of child voxels in the order they are penetrated by the ray. This requires only a few arithmetic operations and simple logical operations. A depth-first search of the tree is used to yield the first terminal voxel hit by the ray, thus hidden objects are not processed. The algorithm is designed specifically for implementation as HERO: A Hardware Enhancer for Ray-tracing Octrees.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleThe HERO Algorithm for Ray-Tracing Octreesen_US
dc.description.seriesinformationEurographics Workshop on Graphics Hardwareen_US


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