Space subdivision for fast ray tracing

@article{Glassner1984SpaceSF,
  title={Space subdivision for fast ray tracing},
  author={Andrew S. Glassner},
  journal={IEEE Computer Graphics and Applications},
  year={1984},
  volume={4},
  pages={15-24}
}
  • A. Glassner
  • Published 1 October 1984
  • Geology, Computer Science
  • IEEE Computer Graphics and Applications
An algorithm is described that speeds up ray-tracing techniques by reducing the number of time-consuming object-ray intersection calculations that have to be made. The algorithm is based on subdividing space into an octree, associating a given voxel with only those objects whose surfaces pass through the volume of the voxel. It includes a technique for obtaining fast access to any node and a mechanism for finding the next node intersected by a ray when it has hit nothing in the current node… 
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