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dc.contributor.authorMaria, M.en_US
dc.contributor.authorHorna, S.en_US
dc.contributor.authorAveneau, L.en_US
dc.contributor.editorChen, Min and Zhang, Hao (Richard)en_US
dc.date.accessioned2017-03-13T18:13:04Z
dc.date.available2017-03-13T18:13:04Z
dc.date.issued2017
dc.identifier.issn1467-8659
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12801
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf12801
dc.description.abstractThis paper explores constrained convex space partition (CCSP) as a new acceleration structure for ray tracing. A CCSP is a graph, representing a space partition made up of empty convex volumes. The scene geometry is located on the boundary of the convex volumes. Therefore, each empty volume is bounded with two kinds of faces: occlusive ones (belonging to the scene geometry), and non‐occlusive ones. Given a ray, ray casting is performed by traversing the CCSP one volume at a time, until it hits the scene geometry. In this paper, this idea is applied to architectural scenes. We show that CCSP allows to cast several hundreds of millions of rays per second, even if they are not spatially coherent. Experiments are performed for large furnished buildings made up of hundreds of millions of polygons and containing thousands of light sources.This paper explores constrained convex space partition (CCSP) as a new acceleration structure for ray tracing. A CCSP is a graph, representing a space partition made up of empty convex volumes. The scene geometry is located on the boundary of the convex volumes. Therefore, each empty volume is bounded with two kinds of faces: occlusive ones (belonging to the scene geometry), and non‐occlusive ones. Given a ray, ray casting is performed by traversing the CCSP one volume at a time, until it hits the scene geometry. In this paper, this idea is applied to architectural scenes.We show that CCSP allows to cast several hundreds of millions of rays per second, even if they are not spatially coherent. Experiments are performed for large furnished buildings made up of hundreds of millions of polygons and containing thousands of light sources.en_US
dc.publisher© 2017 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectray tracing
dc.subjectacceleration structure
dc.subjectarchitectural models
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—Ray Tracing
dc.titleConstrained Convex Space Partition for Ray Tracing in Architectural Environmentsen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume36
dc.description.number1
dc.identifier.doi10.1111/cgf.12801


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