Newsgroups: comp.graphics Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!wuarchive!uunet!infonode!genius!matt From: matt@genius.Berkeley.EDU (new user) Subject: Re: Ray Tracing Acceleration ... Is non-uniform s Message-ID: <1991Jun7.190058.23133@infonode.ingr.com> Sender: usenet@infonode.ingr.com (Usenet Administrator) Reply-To: matt@genius.Berkeley.EDU (new user) Organization: Intergraph Corp. Huntsville, AL References: <1991May14.070444.18261@images.cs.und.ac.za> <1991May31.175154.4496@pixar.com> <1991Jun7.174920.493@otago.ac.nz> Date: Fri, 7 Jun 1991 19:00:58 GMT Graham Furniss, PhD student, Graphics Research Lab, University of Otago, writes |> We have been using a ray-tracer for commercial TV animation for the last |> 3+ years. This system is a Constructive Solid Geometry (CSG) system which uses |> ray-tracing for ALL picture output. This includes B&W sketch prototyping and |> full colour, full texture, full transparency pictures. Three years ago I |> completed an MSc. which compared our system with two polygon/wire frame |> systems. For reasonably complex pictures the ray-tracer was orders of magnitude |> faster! |> I find this hard to believe. Are you saying that ray tracing a wire frame image was faster than using a line drawing algorithm. |> 2). Octree flattening. This takes the adaptive division from 1) and converts it |> into a regular space division. This allows the use of a fast voxel skipping |> algorithm. ( John Cleary and Geoff Wyvill ) |> This sounds like an interesting idea. How do turn an octree into uniform space division without losing the advantages the octree gave in the first place. |> 3). Edge following. This uses the fact that in any picture each colour will |> cover more than a few pixels. This means that rays are cast only on the edges |> of areas of colour; the inside areas can be flood filled without casting extra |> rays. This has resulted in casting less than %10 of the rays for a full ray |> trace in some cases. Note that the resulting picture is identical to the fully |> traced version. ( Geoff Wyvill, Alistair Ward and Tim Brown ) |> How do you determine where the color edges are without casting rays? |> All the techniques used in our system are published, mostly |> in CGI proceedings and "The Visual Computer". Can you post the specific month and year? take it easy Matthew Fisher