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Heuristics for ray tracing using space subdivision

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What this work says

Outgoing claims: the papers this work cites, builds on, or argues with.

inferredcites →https://doi.org/10.1007/bf01905559openalex-snapshot
Analysis of an algorithm for fast ray tracing using uniform space subdivision
inferredcites →https://doi.org/10.1007/bf01952827openalex-snapshot
Data structures and the time complexity of ray tracing
inferredcites →https://doi.org/10.1007/bf02153666openalex-snapshot
A new space subdivision method for ray tracing CSG modelled scenes
inferredcites →https://doi.org/10.1109/38.504openalex-snapshot
Spacetime ray tracing for animation
inferredcites →https://doi.org/10.1109/38.513openalex-snapshot
Hierarchical data structures and algorithms for computer graphics. I. Fundamentals
inferredcites →https://doi.org/10.1109/mcg.1984.6429331openalex-snapshot
Space subdivision for fast ray tracing
inferredcites →https://doi.org/10.1109/mcg.1986.276715openalex-snapshot
ARTS: Accelerated Ray-Tracing System
inferredcites →https://doi.org/10.1109/mcg.1987.276983openalex-snapshot
Automatic Creation of Object Hierarchies for Ray Tracing
inferredcites →https://doi.org/10.1145/15886.15916openalex-snapshot
Ray tracing complex scenes
inferredcites →https://doi.org/10.1145/356924.356930openalex-snapshot
The Quadtree and Related Hierarchical Data Structures
inferredcites →https://doi.org/10.1145/357332.357335openalex-snapshot
Improved Computational Methods for Ray Tracing
inferredcites →https://doi.org/10.1145/800031.808590openalex-snapshot
Distributed ray tracing
inferredcites →https://doi.org/10.1145/800064.801294openalex-snapshot
Color image quantization for frame buffer display
inferredcites →https://doi.org/10.1145/800250.807479openalex-snapshot
A 3-dimensional representation for fast rendering of complex scenes
inferredcites →https://doi.org/10.1145/964965.808590openalex-snapshot
Distributed ray tracing
inferredcites →https://doi.org/10.1145/965105.807479openalex-snapshot
A 3-dimensional representation for fast rendering of complex scenes
inferredcites →https://doi.org/10.1145/965145.801294openalex-snapshot
Color image quantization for frame buffer display
inferredcites →https://doi.org/10.2312/egtp.19871000openalex-snapshot
A Fast Voxel Traversal Algorithm for Ray Tracing

What points at this work

Incoming claims: where this work appears in other papers’ reference lists and arguments.

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Cost Prediction in Ray Tracing
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R-LODs: fast LOD-based ray tracing of massive models
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Interactive ray tracing of skinned animations
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The photon pipeline revisited
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Adaptive voxels: interactive rendering of massive 3D models
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On the use of local ray termination for efficiently constructing qualitative BSPs, BIHs and (S)BVHs
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A neural builder for spatial subdivision hierarchies
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Direct coherent ray generation for path tracing
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RT-suitedness: predicting hardware ray tracing energy gains from static scene geometry
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Fast BVH construction and refit for ray tracing of dynamic scenes
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Efficient kd-tree construction for ray tracing using ray distribution sampling
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An octree-based proxy for collision detection in large-scale particle systems
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Compact tetrahedralization-based acceleration structures for ray tracing
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GPU-accelerated Monte Carlo method for dose calculation of mesh-type computational phantoms
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Efficient parallel spatial subdivision algorithm for object-based parallel ray tracing
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Real-time robot arm collision detection for telerobotics
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Load balancing methods for ray tracing and binary tree computing using PVM
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Image analysis and computer vision: 1990
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GPU Ray Tracing using Irregular Grids
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Efficient BVH‐based Collision Detection Scheme with Ordering and Restructuring
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Parallel Reinsertion for Bounding Volume Hierarchy Optimization
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Dynamic Deep Octree for High‐resolution Volumetric Painting in Virtual Reality
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A Survey on Bounding Volume Hierarchies for Ray Tracing
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Fine‐Grained Memory Profiling of GPGPU Kernels
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Parallel Transformation of Bounding Volume Hierarchies into Oriented Bounding Box Trees
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Stochastic Subsets for BVH Construction
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Faster Ray Tracing through Hierarchy Cut Code
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Ray Tracing Animated Scenes using Motion Decomposition
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Highly Parallel Fast KD‐tree Construction for Interactive Ray Tracing of Dynamic Scenes
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Stackless KD‐Tree Traversal for High Performance GPU Ray Tracing
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CHC++: Coherent Hierarchical Culling Revisited
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Accelerating Ray Tracing using Constrained Tetrahedralizations
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ReduceM: Interactive and Memory Efficient Ray Tracing of Large Models
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State of the Art in Ray Tracing Animated Scenes
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Interactive Global Illumination for Deformable Geometry in CUDA
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Fast BVH Construction on GPUs
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Review: Kd‐tree Traversal Algorithms for Ray Tracing
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RTSAH Traversal Order for Occlusion Rays
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Two‐Level Grids for Ray Tracing on GPUs
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Walking On Broken Mesh: Defect‐Tolerant Geodesic Distances and Parameterizations
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Geometry Presorting for Implicit Object Space Partitioning
inferred← citeshttps://doi.org/10.1115/1.2241978openalex-snapshot
Methods to Accelerate Ray Tracing in the Monte Carlo Method for Surface-to-Surface Radiation Transport
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The Binary Spatial Partitioning Algorithm for Efficient Tracing of Rays in the Monte Carlo Method for Surface-to-Surface Radiation Transport
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Occlusion Culling Algorithm Based on Software Visibility Checks
inferred← citeshttps://doi.org/10.1137/16m109140xopenalex-snapshot
Fast Mesh-to-Mesh Remaps Using Hash Algorithms
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KD-tree acceleration structures for a GPU raytracer
inferred← citeshttps://doi.org/10.1145/1073204.1073277openalex-snapshot
Far voxels
inferred← citeshttps://doi.org/10.1145/1073204.1073329openalex-snapshot
Multi-level ray tracing algorithm
inferred← citeshttps://doi.org/10.1145/1179849.1179933openalex-snapshot
R-LODs
inferred← citeshttps://doi.org/10.1145/1186822.1073277openalex-snapshot
Far voxels
inferred← citeshttps://doi.org/10.1145/1186822.1073329openalex-snapshot
Multi-level ray tracing algorithm
inferred← citeshttps://doi.org/10.1145/1189762.1206075openalex-snapshot
Ray tracing deformable scenes using dynamic bounding volume hierarchies
inferred← citeshttps://doi.org/10.1145/1198555.1198744openalex-snapshot
The RTRT core
inferred← citeshttps://doi.org/10.1145/1268517.1268571openalex-snapshot
Optimized subdivisions for preprocessed visibility
inferred← citeshttps://doi.org/10.1145/1278780.1278847openalex-snapshot
Ray tracing dynamic scenes using selective restructuring
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Massive model visualization using realtime ray tracing
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Technical strategies for massive model visualization
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Accelerating ray tracing using constrained tetrahedralizations
inferred← citeshttps://doi.org/10.1145/1401132.1401191openalex-snapshot
Massive model visualization using realtime ray tracing
inferred← citeshttps://doi.org/10.1145/1409060.1409079openalex-snapshot
Real-time KD-tree construction on graphics hardware
inferred← citeshttps://doi.org/10.1145/142403.142405openalex-snapshot
An updated cross-indexed guide to the ray-tracing literature
inferred← citeshttps://doi.org/10.1145/1457515.1409079openalex-snapshot
Real-time KD-tree construction on graphics hardware
inferred← citeshttps://doi.org/10.1145/1572769.1572771openalex-snapshot
Spatial splits in bounding volume hierarchies
inferred← citeshttps://doi.org/10.1145/1572769.1572772openalex-snapshot
Object partitioning considered harmful
inferred← citeshttps://doi.org/10.1145/1572769.1572773openalex-snapshot
A parallel algorithm for construction of uniform grids
inferred← citeshttps://doi.org/10.1145/1572769.1572781openalex-snapshot
Accelerating shadow rays using volumetric occluders and modified kd-tree traversal
inferred← citeshttps://doi.org/10.1145/1778765.1778803openalex-snapshot
OptiX
inferred← citeshttps://doi.org/10.1145/1899404.1899409openalex-snapshot
A comprehensive theory of volumetric radiance estimation using photon points and beams
inferred← citeshttps://doi.org/10.1145/1899950.1900005openalex-snapshot
Ordered depth-first layouts for ray tracing
inferred← citeshttps://doi.org/10.1145/1980462.1980475openalex-snapshot
RDH
inferred← citeshttps://doi.org/10.1145/1980462.1980476openalex-snapshot
Accelerated entry point search algorithm for real-time ray-tracing
inferred← citeshttps://doi.org/10.1145/1980462.1980483openalex-snapshot
Ray casting using a roped BVH with CUDA
inferred← citeshttps://doi.org/10.1145/2016039.2016110openalex-snapshot
Methods for computing NASCAR tire/track intersections
inferred← citeshttps://doi.org/10.1145/2018323.2018335openalex-snapshot
SAH KD-tree construction on GPU
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