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dc.contributor.authorWächter, Carstenen_US
dc.contributor.authorKeller, Alexanderen_US
dc.contributor.editorTomas Akenine-Moeller and Wolfgang Heidrichen_US
dc.date.accessioned2014-01-27T14:55:35Z
dc.date.available2014-01-27T14:55:35Z
dc.date.issued2006en_US
dc.identifier.isbn3-905673-35-5en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGSR06/139-149en_US
dc.description.abstractWe introduce a new ray tracing algorithm that exploits the best of previous methods: Similar to bounding volume hierarchies the memory of the acceleration data structure is linear in the number of objects to be ray traced and can be predicted prior to construction, while the traversal of the hierarchy is as efficient as the one of kd-trees. The construction algorithm can be considered a variant of quicksort and for the first time is based on a global space partitioning heuristic, which is much cheaper to evaluate than the classic surface area heuristic. Compared to spatial partitioning schemes only a fraction of the memory is used and a higher numerical precision is intrinsic. The new method is simple to implement and its high performance is demonstrated by extensive measurements including massive as well as dynamic scenes, where we focus on the total time to image including the construction cost rather than on only frames per second.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Ray Tracingen_US
dc.titleInstant Ray Tracing: The Bounding Interval Hierarchyen_US
dc.description.seriesinformationSymposium on Renderingen_US


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