Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!uunet!husc6!hao!oddjob!gargoyle!ihnp4!drutx!cac From: cac@drutx.ATT.COM (ConkeyCA) Newsgroups: comp.graphics Subject: Re: Constant Time Ray Tracing? Message-ID: <5265@drutx.ATT.COM> Date: Thu, 10-Sep-87 17:33:33 EDT Article-I.D.: drutx.5265 Posted: Thu Sep 10 17:33:33 1987 Date-Received: Sat, 12-Sep-87 11:06:01 EDT References: <2721@ames.arpa> Organization: AT&T, Denver, CO Lines: 42 Keywords: ray tracing, computer graphics, search algorithms Summary: Two constant time ray tracing algorithms In article <2721@ames.arpa>, watson@ames.arpa (John S. Watson) writes: > And now the time has come to add a "constant-time" feature, >Could some of you wonderful people comment on these techniques in general, >and maybe give me some pointers on recent research, implementions, etc. > John S. Watson > NASA Ames Research Center > > ARPA: watson@ames.arpa > UUCP: ...!ames!watson > John S. Watson ARPA: watson@ames.arpa > NASA Ames Research Center UUCP: ...!ames!watson I implemented two constant time Ray Tracers for my masters degree last semester. The algorithms were based on work by: Glassner, Andrew S. "Space Subdivision for Fast Ray Tracing" IEEE Computer Graphics and Applications October 1984 pp(15-22) Fujimoto, Akira and Iwata, Kansei "Accelerated Ray Tracing" Computer Graphics Tokyo 85 April 1985 (I believe this was also republished in IEEE CG&A sometime in the first quarter of 1986) In timing the two methods against straight ray tracing, I had a time reduction of 90% using Glassners method and a reduction of 93% using Fujimoto's method on a scene consisting of 518 spheres that formed a larger sphere. I also did comparison testing between the two methods on a scene consisting of a lamp, and two vases (all surfaces of rotation constructed of polygons). By varying the degree of rotation used in constructing the objects, the number of polygons in the scene was varied from 1000 to 9000 polygons. This comparison showed Fujimoto's method to be 27% faster than Glassners for the largest scenes. I found Glassner's method the easiest and quickest to implement. Curtis Conkey ihnp4!drutx!cac AT&T Information Systems Denver Colorado