Path: utzoo!attcan!uunet!ncrlnk!ncrcae!hubcap!gatech!ncar!ames!vsi1!versatc!ritter From: ritter@versatc.UUCP (Jack Ritter) Newsgroups: comp.graphics Subject: Re: Raytracing speedups.... Message-ID: <7839@versatc.UUCP> Date: 17 Dec 88 00:27:31 GMT References: <907@cmx.npac.syr.edu> Organization: Versatec, Santa Clara, Ca. 95051 Lines: 64 In Article 2031 of comp.graphics, Gill E. Fuchs writes: > The following paragraphs describe an idea of mine. This idea describe > a possible algorithm for improving speed for raytracing... > But as you are reading world coordinate positions for objects using a > 4 X 4 transformation matrix, transform the object center plus any point > along the border (radius for sphere) to screen coordinates. > As you begin to render an image and create rays for all pixels on > the screen, you check to see if the current screen(x,y) coordinate that > is being processed is in side any of the bounding boxes. I came up with this idea in aug, '88. I posted it, and got a response. Since my formulation was concise, I will include it here again, w/ respnse. (Basically, Gill has added recursive boxing to the algorithm.) **************************** My Aug posting********************* A simple method for fast ray tracing has occurred to me, and I haven't seen it in the literature, particularly Procedural Elements for Computer Graphics. It works for primary rays only. Do once for each object: compute its minimum 3D bounding box. Project the box's 8 corners unto pixel space. Surround the cluster of 8 pixel points with a minimum 2D bounding box. (a tighter bounding volume could be used). To test a ray against an object, check if the pixel through which the ray goes is in the object's 2D box. If not, reject it. It sure beats line-sphere minimum distance calculation. *********************** the response********************** Hi, I just read your posting on ray-object intersection and did not get a chance to look and see if anyone else responded to this (which for unbiased opinions is always best), so here is my response. I am not sure whether your 8 pt 2-d bounding box test has been tried or not. It certainly is a novel idea worth persuing. However, if you have looked at most raytracing articles, there have been a variety of attempt to reduce the number of "first" intersection calculations. I believe Weghorst actually goes as far as to use a first level scan-conversion routine to solve the first intersection problem. This would be the fastest method. The main problem with ray-tracing, though, is the object intersections encountered at the later levels when traversing the tree. This is where the majority of time is spent in this type algorithm. Hope this was helpful. -Scott Whitman (slim@tut.cis.ohio-state.edu.ARPA) -- The ultimate realization: everything is everything. (I should know.) Jack Ritter, S/W Eng. Versatec, 2805 Bowers Av, Santa Clara, CA 95051 Mail Stop 1-7. (408)982-4332, or (408)988-2800 X 5743 UUCP: {pyramid,mips,vsi1,arisia}!versatc!ritter