A Fast Voxel Traversal Algorithm for Ray Tracing
Abstract
A fast and simple voxel traversal algorithm through a 3D space partition is introduced. Going from one voxel to its neighbour requires only two floating point comparisons and one floating point addition. Also, multiple ray intersections with objects that are in more than one voxel are eliminated.
BibTeX
@inproceedings {10.2312:egtp.19871000,
booktitle = {EG 1987-Technical Papers},
editor = {},
title = {{A Fast Voxel Traversal Algorithm for Ray Tracing}},
author = {Amanatides, John and Woo, Andrew},
year = {1987},
publisher = {Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/egtp.19871000}
}
booktitle = {EG 1987-Technical Papers},
editor = {},
title = {{A Fast Voxel Traversal Algorithm for Ray Tracing}},
author = {Amanatides, John and Woo, Andrew},
year = {1987},
publisher = {Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/egtp.19871000}
}