Fast Robust BSP Tree Traversal Algorithm for Ray Tracing
- 1 January 1997
- journal article
- research article
- Published by Taylor & Francis in Journal of Graphics Tools
- Vol. 2 (4) , 15-23
- https://doi.org/10.1080/10867651.1997.10487481
Abstract
An orthogonal BSP (binary space partitioning) tree is a commonly used spatial subdivision data structure for ray-tracing acceleration. While the construction of a BSP tree takes a relatively short time, the efficiency of a traversal algorithm significantly influences the overall rendering time. We propose a new fast traversal algorithm based on statistical evaluation of all possible cases occuring during the traversal of a BSP tree. More frequent cases are handled simply, while less frequent ones are more computationally expensive. The proposed traversal algorithm handles all singularities correctly, and saves between 30% and 50% of traversal time compared with the commonly-known Sung and Arvo algorithms.Keywords
This publication has 3 references indexed in Scilit:
- Heuristics for ray tracing using space subdivisionThe Visual Computer, 1990
- A Proposal for Standard Graphics EnvironmentsIEEE Computer Graphics and Applications, 1987
- Data structures for ray tracingPublished by Springer Nature ,1986