Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!usc!sdd.hp.com!decwrl!elroy.jpl.nasa.gov!jarthur!mti!adrian From: adrian@mti.mti.com (Adrian McCarthy) Newsgroups: comp.graphics Subject: Re: Where to publish ray tracing algorithm? Message-ID: <1150@mti.mti.com> Date: 6 Sep 90 16:07:01 GMT References: <1145@mti.mti.com> Reply-To: adrian@mti.UUCP (Adrian McCarthy) Organization: Micro Technology, Anaheim, CA Lines: 23 Thanks for the overwhelming support. I've received more mail than I can keep up with. Several people are now looking at my algorithm, and I'm actively researching all those references I've received. I'm going to wait until I get a little more feedback and can come up with a second draft before I send my algorithm out to other folks. The real early responses seem to suggest that my idea holds water and is original. Since so many people showed interest, and I can't keep up with all the mail, here's a taste of the idea: Rather than using recursive or hierarchical spatial subdivision techniques to reduce ray-object intersection tests (which are of O(log n) algorithms) many instances can use a surface map for a single bouding volume as a lookup table to immediately determine a small subset of objects to test (which is truly of O(1)). (Small subset here is roughly equivalent to the set of objects in the smallest volume in a comparable hierarchical scheme.) It's *not* general, but the cases where it is useful are many, especially if you create CSG objects of many primitives. It can be combined with traditional methods. Please don't be offended if I didn't respond to you directly. I really was overwhelmed by the response. Thanks all, Aid.