Constrained Convex Space Partition for Ray Tracing in Architectural Environments

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dc.contributor.author Maria, M. en_US
dc.contributor.author Horna, S. en_US
dc.contributor.author Aveneau, L. en_US
dc.contributor.editor Chen, Min and Zhang, Hao (Richard) en_US
dc.date.accessioned 2017-03-13T18:13:04Z
dc.date.available 2017-03-13T18:13:04Z
dc.date.issued 2017
dc.identifier.issn 1467-8659
dc.identifier.uri http://dx.doi.org/10.1111/cgf.12801
dc.identifier.uri https://diglib.eg.org:443/handle/10.1111/cgf12801
dc.description.abstract 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.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.subject ray tracing
dc.subject acceleration structure
dc.subject architectural models
dc.subject Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—Ray Tracing
dc.title Constrained Convex Space Partition for Ray Tracing in Architectural Environments en_US
dc.description.seriesinformation Computer Graphics Forum
dc.description.sectionheaders Articles
dc.description.volume 36
dc.description.number 1
dc.identifier.doi 10.1111/cgf.12801


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