A Fast Voxel Traversal Algorithm for Ray Tracing
By J. Amanatides, Andrew Woo. 1987
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Citations in the corpus
- Ray tracing on programmable graphics hardware (2002, methodology): “It is possible to use a mailbox algorithm to prevent these extra intersection calculations [Amanatides and Woo 1987], but mailboxing is difficult to implement when multiple rays are traced in parallel.”
- 3D Convolutional Neural Networks for landing zone detection from LiDAR (2015, background): “2) Volumetric Convolutional Neural Nets: CNNs have three distinguishing features that make them useful for our scenario.”
- GANcraft: Unsupervised 3D Neural Rendering of Minecraft Worlds (2021, methodology): “We adopt a modified Bresenham method [5] for sampling valid points, which has a very low complexity of OpNq, where N is the longest dimension of the voxel grid.”
- Multi-level ray tracing algorithm (2005, unknown): “For those leaves some redundant intersection tests can be avoided by using a mailbox mechanism [Amanatides and Woo 1987].”
- Crowdsourcing in Computer Vision (2016, unknown): “This distance can be computed by incremental ray marching [3, 94, 53, 37], or by a technique called Woodcock tracking [22, 32, 112, 138], which was introduced to graphics by Raab et al.”
- Massively multi-robot simulation in stage (2008, background): “This was found empirically to be faster than the well-known floating-point alternative by Amanatides and Woo (1987).”
- OctoMap : A Probabilistic , Flexible , and Compact 3 D Map Representation for Robotic Systems (2010, methodology): “To efficiently determine the cells which need to be updated, a ray-casting operation is performed using a 3D variant of the Bresenham algorithm [1].”
- Ray Tracing on the Cell Processor (2006, methodology): “Efficient ray tracing requires the use of efficiency data structures, such as bounding volume hierarchies (BVHs) [22], Grids [2], or kd-trees [12].”
- OctoMap: an efficient probabilistic 3D mapping framework based on octrees (2013, methodology): “For efficiency, we use a 3D variant of the Bresenham algorithm to approximate the beam (Amanatides and Woo, 1987).”
- VoxNet: A 3D Convolutional Neural Network for real-time object recognition (2015, methodology): “Assuming an ideal beam sensor model, we use 3D ray tracing [32] to calculate the number of hits and pass-throughs for each voxel.”