Heuristic ray shooting algorithms
By Vlastimil Havran. 2000
423 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/f730ff2e5c4bdc7405a57239bf6e3935d6ab5dd2
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Nadathur Rajagopalan Satish
- Carsten Benthin
- Michael Garland
- Kun Zhou
- Dinesh Manocha
- Sven Woop
- Christian Lauterbach
- Mark J. Harris
Citations in the corpus
- RPU: a programmable ray processing unit for realtime ray tracing (2005, methodology): “We use k-D trees as spatial index structures as they adapt very well to the scene geometry, even if the geometry is not distributed equally over the scene (good analysis has been performed by Havran [Havran 2001]).”
- Fast BVH Construction on GPUs (2009, methodology): “The surface area heuristic [GS87,MB90,Hav00] method for building hierarchies can be applied to many types of hierarchical acceleration structures – among them object and spatial hierarchies – since it has been shown to be a good indicator of expected ray intersections.”
- The Design and Applications of High-Performance Ray-Tracing Simulation Platform for 5G and Beyond Wireless Communications: A Tutorial (2019, unknown): “Among those methods, the K-d tree space division algorithm [138], [139] and binary space partitioning (BSP) algorithm [140]–[142] are the most common methods in accelerating RT.”
- Embree (2014, background): “Recent work in ray tracing has largely focused on minimizing the total number of rays needed to render a high fidelity image, or on improving the average performance of traced rays [Glassner 1989; Havran 2000; Wald 2004].”
- Designing efficient sorting algorithms for manycore GPUs (2009, background): “The construction of spatial data structures that are essential in computer graphics and geographic information systems is fundamentally a sorting process [5], [6].”
- Ray tracing deformable scenes using dynamic bounding volume hierarchies (2007, methodology): “The runtimes of kd-tree based implementations is greatly improved by careful tree construction [Havran 2001].”
- Real-time KD-tree construction on graphics hardware (2008, methodology): “For large nodes at upper tree levels, we use two simple and inexpensive heuristics, median splitting and " empty space maximizing " [Havran 2001; Wald and Havran 2006], to estimate the costs.”