interpolation; ray tracing; rendering (computer graphics); software performance evaluation
Description/Abstract
A new hybrid approach is presented which outperforms the regular grid technique in scenes with highly irregular object distributions by a factor of hundreds, and combined with an area interpolator, by a factor of thousands. Much has been said about scene independence of different acceleration techniques and the alleged superiority of one approach over another. Several theoretical and practical studies conducted in the past have led to the same conclusion: a space partitioning method that allows the fastest rendering of one scene often fails with another. Specialization may be the answer. This has always been pursued, consciously or not, in developing various ray-tracing systems. Despite our new algorithm's impressive efficiency, we don't interpret the new method as the fastest ray-tracing scene decomposition possible. This is because our recent groundwork experiments with a derivative method produced in some of the test scenes presented in this article produced timings that were better by approximately 50%.
(c) 1997 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.;