Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!seismo!lll-lcc!styx!ames!ucbcad!ucbvax!cbatt!osu-eddie!bgsuvax!ritzenth From: ritzenth@bgsuvax.UUCP (Phil Ritzenthaler) Newsgroups: comp.graphics Subject: Re: ray tracing (Was Amiga ray tracer) Message-ID: <829@bgsuvax.UUCP> Date: Mon, 27-Apr-87 15:01:46 EDT Article-I.D.: bgsuvax.829 Posted: Mon Apr 27 15:01:46 1987 Date-Received: Wed, 29-Apr-87 06:47:46 EDT References: <1514@sphinx.uchicago.edu> <4947@hi.uucp> Organization: The Land Beneath the Forest Moon of Endor Lines: 28 Summary: ray tracing using blocks . . . In article <4947@hi.uucp>, josh@hi.uucp (Josh Siegel ) writes: > I am going to throw out some more ideas. Maybe some great and new method > could be generated right here... :-) . . . > How about we divide the Universe into blocks that are > 16 on a side. Every object that touches one of these "blocks" > is put into a linked list for that block. This means we can move > through the blocks and just look at the objects that touch that block. > Saves us time checking intersection with every object. It also > means that putting dense objects on the other side of the > room won't slow down a sparse area at all.. Maybe I am in the wrong ballpark, but wasn't this already proposed? In IEEE CG & A, April, 1986 a similar (but not quite) proposal was presented by some gentlemen (one I recall was named Fujimoto). The system was call the ARTS (Accelerated Ray Tracing System) System. It is now being put into an application by Ray Tracing, INC. (address given if needed) . . . Flames to /dev/null please . . . Phil Ritzenthaler |USnail:University Computer Services Computer Graphics Specialist | Academic User Services | 241 Math-Science Bldg. UUCP :..!cbatt!osu-eddie!bgsuvax!ritzenth| Bowling Green State University CSNET:ritzenth@research1.bgsu.edu | Bowling Green, OH 43403-0125 ARPA :ritzenth%bgsu.csnet@csnet-relay |Phone: (419) 372-2102