Ray tracing polygons using spatial subdivision

Andrew Woo · 1992

Ray tracing consumes a lot of computational resources to render images. This expense usually lies in the ray-surface intersection tests. If the surfaces were polygonal, then we should be able to apply more polygon-specific optimizations to partially cull intersections. Our ray tracer uses a nonmemory intensive, voxel traversal intersection culler to assist in such optimizations.

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