학술논문

Discrete ray tracing
Document Type
Periodical
Source
IEEE Computer Graphics and Applications IEEE Comput. Grap. Appl. Computer Graphics and Applications, IEEE. 12(5):19-28 Sep, 1992
Subject
Computing and Processing
General Topics for Engineers
Ray tracing
Layout
Casting
Rendering (computer graphics)
Costs
Pixel
Clouds
Image quality
Testing
Subspace constraints
Language
ISSN
0272-1716
1558-1756
Abstract
Discrete ray tracing, or 3-D raster ray tracing (RRT), which, unlike existing ray tracing methods that use geometric representation for the 3-D scene employs a 3-D discrete raster of voxels for representing the 3-D scene in the same way a 2-D raster of pixels represents a 2-D image, is discussed. Each voxel is a small quantum unit of volume that has numeric values associated with it representing some measurable properties or attributes of the real object or phenomenon at that voxel. It is shown that RRT operates in two phases: preprocessing voxel and discrete ray tracing. In the voxel phase, the geometric model is digitized using 3-D scan-conversion algorithms that convert the continuous representation of the model into a discrete representation within the 3-D raster. In the second phase, RRT employs a discrete variation of the conventional recursive ray tracer in which 3-D discrete rays are traversed through the 3-D raster to find the first surface voxel. Encountering a nontransparent voxel indicates a ray-surface hit. Results obtained by running the RRT software one one 20-MIPS (25-GHz) processor of a Silicon Graphics 4D/240GTX are presented in terms of CPU time.ETX