Path: utzoo!utgpu!attcan!uunet!lll-winken!lll-lcc!ames!mailrus!cornell!rochester!udel!udccvax1!cygnus From: cygnus@vax1.acs.udel.EDU (Marc Cygnus (ACM V.Pres.)) Newsgroups: comp.graphics Subject: Re: Raytracing speedups.... Keywords: raytrace, octrees, bounding volumes Message-ID: <2546@udccvax1.acs.udel.EDU> Date: 15 Dec 88 23:47:47 GMT References: <907@cmx.npac.syr.edu> Reply-To: cygnus@vax1.acs.udel.EDU (Marc Cygnus (ACM V.Pres.)) Organization: The Lab Rats Lines: 19 Organisation: The Lab Rats In article <907@cmx.npac.syr.edu> koussari@rodan.acs.syr.edu (Vahid Koussari) writes: > The following paragraphs describe an idea of mine. This idea describe >a possible algorithm for improving speed for raytracing... > > This process describes a possible improvement for raytracing.... >This method uses bounding boxes instead of bounding volumes to speed up >intersection tests of objects. > Yes, it sounds like an effective speedup. It also sounds like an octree :-). Octree (and similar) encoding an object hierarchy to reduce computations is fairly common. For an introductory treatment of the idea of threespace cell-decomposition, take a look at "A new algorithm for object oriented ray tracing," by Saul Youssef (Computer Vision, Graphics, and Image Processing, 34, (1986), pps. 125-137). That paper proposes an interesting variation on the octree approach. Or, look up octree encoding / 3d region decomposition. -marcus-