Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!seismo!styx!carlson From: carlson@styx.UUCP (John Carlson) Newsgroups: comp.graphics Subject: Re: ray tracing (Was Amiga ray tracer) Message-ID: <21416@styx.UUCP> Date: Wed, 29-Apr-87 23:58:05 EDT Article-I.D.: styx.21416 Posted: Wed Apr 29 23:58:05 1987 Date-Received: Sat, 2-May-87 05:27:28 EDT References: <1514@sphinx.uchicago.edu> <4947@hi.uucp> <829@bgsuvax.UUCP> <823@osu-cgrg.UUCP> Reply-To: carlson@styx.UUCP (John Carlson) Organization: Lawrence Livermore National Laboratory, Livermore CA Lines: 16 In article <823@osu-cgrg.UUCP> spencer@osu-cgrg.UUCP (Steve Spencer) writes: >Basically, it falls into these categories: > 1. a hierarchical subdivision scheme, usually an octree-like approach. > this is quicker than... > 2. an equal-sized spatial subdivision (break the "world" into NxNxN > equal sized boxes. > this method is easier to implement then #1, but it is slower. This is news to me (and I am trying to catch up). Do you have empirical or experimental data to show this? Is it true for all cases? How did you conclude that one scheme was faster than the other? Does the hierarchical subdivision scheme take advantage of integer arithmetic to trace rays? John Carlson ARPA: carlson@lll-tis-b.arpa UUCP: lll-crg!styx!carlson