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Ray-tracing has proven to be an elegant and versatile algorithm in the pursuit of increased realism in computer-generated images. In order of reduce the computational expense of general ray-tracing, we utilize a uniform spatial subdivision. We report on a number of practical issues in designing a ray-tracing renderer, including a fast algorithm for inserting polygons into the spatial subdivision, results of optimizations to the ray/polygon intersection routine, and inexpensive shading and anti-aliasing routines.

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