Filtering, Clustering and Hierarchy Construction: a New Solution for Ray-Tracing Complex Scenes

dc.contributor.authorCazals, Fredericen_US
dc.contributor.authorDrettakis, Georgeen_US
dc.contributor.authorPuech, Claudeen_US
dc.date.accessioned2014-10-21T07:37:52Z
dc.date.available2014-10-21T07:37:52Z
dc.date.issued1995en_US
dc.description.abstractData structures that handle very complex scenes (hundreds of thousands of objects) have in the past either been laboriously built by hand, or have required the determination of unintuitive parameter values by the user. It is often the case that an incorrect choice of these parameters can result in greedy memory requirements or severely degraded performance. As a remedy to this problem we propose a new data structure which is fully automatic since it does not require the user to determine any input parameters. The structure is built by first filtering the input objects by size, subsequently applying a clustering step to objects of the same size and finally building a hierarchy of uniform grids . We then show that this data structure can be efficiently constructed. The implementation of the shows that the new structure is stable since it s memory requirements grow linearly with the size of the scene, and that it presents a satisfactory compromise between memory usage and computational efficiency. A detailed comparison with previous data structures is also presented in the results.en_US
dc.description.number3en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume14en_US
dc.identifier.doi10.1111/j.1467-8659.1995.cgf143-0371.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages371-382en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.1995.cgf143-0371.xen_US
dc.publisherBlackwell Science Ltd and the Eurographics Associationen_US
dc.titleFiltering, Clustering and Hierarchy Construction: a New Solution for Ray-Tracing Complex Scenesen_US
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