Path: utzoo!attcan!uunet!cs.utexas.edu!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: <6191@titcce.cc.titech.ac.jp> Date: 17 Sep 90 12:06:05 GMT References: <1145@mti.mti.com> <1150@mti.mti.com> <6147@titcce.cc.titech.ac.jp> Sender: news@cc.titech.ac.jp Organization: Tokyo Institute of Technology Lines: 20 In article <6147@titcce.cc.titech.ac.jp> mohta@necom830.cc.titech.ac.jp (Masataka Ohta) 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)). I have found it is obvious. All spatial subdivision is at most O(n**(1/3)) if 1) Objects are tiny 2) Objects are uniformly scatterd in space 1) means that the possibility of intersection is negligible. 2) means at least O(n**(1/3)) subspace must be traversed. MO