Priority-driven Ray Tracing

Roni Yagel, John D. Meeker · The Journal of Visualization and Computer Animation · 1997

A typical ray tracing algorithm traces a ray through each screen-pixel and spawns secondary rays at ray–object intersection points. Unlike traditional ray tracers which follow these rays recursively, we assign a priority value to each newly spawned ray and insert it into a priority queue. The priority assigned to each ray can be based on a variety of criteria, some of which we explore here. The next ray we trace is always the one with the highest priority in the queue. Occasionally, we trigger display updates when a checkpoint or predefined threshold is reached, providing intermediate images for review and evaluation. Classical ray tracers, once given the rendering specifications, are not controllable by the user. The priority-driven ray tracing, on the other hand, provides the user with a mechanism to steer the rendering and deliver intermediate images amid processing. This paper describes the illumination model of the non-recursive priority-driven ray tracer and evaluates its memory and time requirements. We show that although worst-case memory requirements can be overwhelming, in practice, our method is both useful and feasible. © 1997 by John Wiley & Sons, Ltd.

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