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Automatic creation of object hierarchies for ray tracingVarious methods for evaluating generated trees are proposed. The use of the hierarchical extent method of Rubin and Whitted (1980) to find the objects that will be hit by a ray is examined. This method employs tree searching; the construction of a tree of bounding volumes in order to determine the number of objects that will be hit by a ray is discussed. A tree generation algorithm, which uses a heuristic tree search strategy, is described. The effects of shuffling and sorting on the input data are investigated. The cost of inserting an object into the hierarchy during the construction of a tree algorithm is estimated. The steps involved in estimating the number of intersection calculations are presented.
Document ID
19870054277
Acquisition Source
Legacy CDMS
Document Type
Reprint (Version printed in journal)
Authors
Goldsmith, Jeffrey
(California Institute of Technology Jet Propulsion Laboratory, Pasadena, United States)
Salmon, John
(Jet Propulsion Lab., California Inst. of Tech. Pasadena, CA, United States)
Date Acquired
August 13, 2013
Publication Date
May 1, 1987
Publication Information
Publication: IEEE Computer Graphics and Applications
Volume: 7
ISSN: 0272-1716
Subject Category
Computer Programming And Software
Accession Number
87A41551
Funding Number(s)
CONTRACT_GRANT: DE-FG03-85ER-25009
CONTRACT_GRANT: DE-AS03-83ER-13118
Distribution Limits
Public
Copyright
Other

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