Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!uwm.edu!lll-winken!aunro!alberta!ubc-cs!uw-beaver!milton!ogicse!zephyr.ens.tek.com!tektronix!percy!m2xenix!quagga!proxima!undeed!undcsd!mikhaley From: mikhaley@images.cs.und.ac.za Newsgroups: comp.graphics Subject: Ray Tracing Acceleration ... Is non-uniform spatial subdivision the best?? Summary: Ray Tracing Acceleration ... Is non-uniform subdivision the best?? Keywords: Ray tracing Spatial subdivision Voxel Message-ID: <1991May14.070444.18261@images.cs.und.ac.za> Date: 14 May 91 07:04:44 GMT Organization: Univ. Natal, Durban, S. Africa Lines: 18 I am writing a ray-tracer as an honours research project, which renders tesselated shapes from Mathemtica, and am also looking into implementing CSG for some non-tesselated shapes to be input. Basically the hardcore is that I will normally be rendering lists of approx. 2000+ triangles or other primitives, and the program is currently being implemented on a 386PC in 'C'. However this machine is not the fastest machine on earth and as a result I am forced to find some very HOT acceleration algorithms. I have been working on algorithms for traversing voxels in an octree,(ie. Have been using non-uniform spatial subdivision techniques) and I have come up with some fairly good routines but I just want to know if any of the other methods are better and am I thus just wasting my time barking up the wrong tree. Also I would appreciate it, if any of you have any really efficient voxel traversal routines that you would like to compare with mine, to contact me! Thanx a million... Mike Haley mikhaley@images.CS.UND.AC.ZA