Full metadata record
DC pole | Hodnota | Jazyk |
---|---|---|
dc.contributor.author | Stolte, Nilo | |
dc.contributor.author | Caubet, René | |
dc.contributor.editor | Skala, Václav | |
dc.date.accessioned | 2015-09-30T06:03:34Z | |
dc.date.available | 2015-09-30T06:03:34Z | |
dc.date.issued | 1995 | |
dc.identifier.citation | Journal of WSCG. 1995, vol. 3, no. 1-2, p. 300-312. | en |
dc.identifier.issn | 1213-6972 (print) | |
dc.identifier.issn | 1213-6980 (CD-ROM) | |
dc.identifier.issn | 1213-6964 (online) | |
dc.identifier.uri | http://wscg.zcu.cz/wscg1995/wscg95.htm | |
dc.identifier.uri | http://hdl.handle.net/11025/16050 | |
dc.format | 13 s. | cs |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.publisher | Václav Skala - UNION Agency | cs |
dc.relation.ispartofseries | Journal of WSCG | en |
dc.rights | © Václav Skala - UNION Agency | cs |
dc.subject | sledování paprsku | cs |
dc.subject | Octree | cs |
dc.subject | 3D DDA | cs |
dc.title | Discrete ray-tracing high resolution 3D grids | en |
dc.type | článek | cs |
dc.type | article | en |
dc.rights.access | openAccess | en |
dc.type.version | publishedVersion | en |
dc.description.abstract-translated | This article suggests a new approach to discrete Ray-Tracing in which a two step three-dimensional DDA and an octree are used. A verpy important problem regarding this kind of Ray Tracing, also known as Raster Ray Tracing, is the amount of memory required to store the 3D raster grid which will contain the discretized scene to be visualized. Since the resolution of this grid is huge because the voxel is assumed to be approximately the size of a pixel on the screen, it is limited by the maximum amount of memory of todays´ machines. Although using case in most scenes, an important memory saving is achieved. This memory saving helps using discrete Ray Tracing in normal workstations. It is shown that the special octree presented here doesn´t slow down Ray Tracing significantly and even competes with normal discrete Ray-Tracing. It is also shown that in critical cases this octree will not occupy much more space than a normal 3D grid. Another important problem is the bottleneck caused by the three-dimensional DDA in such huge resolution ones. The process can be divided in two steps where optimal times of three-dimensional DDA are achieved. This is shown through the comparative tests with the single step process. | en |
dc.subject.translated | ray tracing | en |
dc.subject.translated | Octree | en |
dc.subject.translated | 3D DDA | en |
dc.type.status | Peer-reviewed | en |
Vyskytuje se v kolekcích: | Volume 3, number 1-2 (1995) |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
---|---|---|---|---|
Stolte_95.pdf | Plný text | 3,04 MB | Adobe PDF | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/16050
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