Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!decwrl!sun-barr!ccut!titcca!cc.titech.ac.jp!necom830!mohta From: mohta@necom830.cc.titech.ac.jp (Masataka Ohta) Newsgroups: comp.graphics Subject: Re: Where to publish ray tracing algorithm? Message-ID: <6147@titcce.cc.titech.ac.jp> Date: 10 Sep 90 15:31:29 GMT References: <1145@mti.mti.com> <1150@mti.mti.com> Sender: news@cc.titech.ac.jp Organization: Tokyo Institute of Technology Lines: 29 In article <1150@mti.mti.com> adrian@mti.UUCP (Adrian McCarthy) writes: >Rather than using recursive or hierarchical >spatial subdivision techniques to reduce ray-object intersection tests >(which are of O(log n) algorithms) Can you prove it? I think (but can't prove) hierarchical spatial subdivision is only O(n**(1/3)). >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.) I already published an O(1) ray tracing algorithm (See "An introduction to RAY TRACING" edited by Andrew S. Glassner, Academic Press, 6.3 The Ray Coherence Algorithm, page 232-234, or, "Computer Graphics 1987 (Proc. of CG International '87)", page 303-314, Ray Coherence Theorem and constant time ray tracing algorithm). Judging from the above brief description of your algorithm, it may be similar or identical to mine. >It's *not* general, Hmmm, mine is general. Masataka Ohta