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In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images . On a spectrum of computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, recursive ray tracing, distribution ray tracing, photon mapping ...
The Möller–Trumbore ray-triangle intersection algorithm, named after its inventors Tomas Möller and Ben Trumbore, is a fast method for calculating the intersection of a ray and a triangle in three dimensions without needing precomputation of the plane equation of the plane containing the triangle. [1] Among other uses, it can be used in ...
This algorithm is sometimes also known as the crossing number algorithm or the even–odd rule algorithm, and was known as early as 1962. The algorithm is based on a simple observation that if a point moves along a ray from infinity to the probe point and if it crosses the boundary of a polygon, possibly several times, then it alternately goes ...
A bounding volume hierarchy ( BVH) is a tree structure on a set of geometric objects. All geometric objects, which form the leaf nodes of the tree, are wrapped in bounding volumes. These nodes are then grouped as small sets and enclosed within larger bounding volumes. These, in turn, are also grouped and enclosed within other larger bounding ...
Two such algorithms build a balanced k-d tree to sort triangles in order to improve the execution time of ray tracing for three-dimensional computer graphics. These algorithms presort n triangles prior to building the k -d tree , then build the tree in O ( n log n ) {\displaystyle O(n\log n)} time in the best case.
Ray marching is a family of algorithms, used by ray casting, for finding intersections between a ray and a complex object, such as a volumetric dataset or a surface defined by a signed distance function. It is not, by itself, a rendering method, but it can be incorporated into ray tracing and path tracing, and is used by rasterization to ...
A bounding interval hierarchy ( BIH) is a partitioning data structure similar to that of bounding volume hierarchies or kd-trees. Bounding interval hierarchies can be used in high performance (or real-time) ray tracing and may be especially useful for dynamic scenes. The BIH was first presented under the name of SKD-Trees, [1] presented by Ooi ...
Ray tracing Rendering of constructive solid geometry is particularly simple when ray tracing . Ray tracers intersect a ray with both primitives that are being operated on, apply the operator to the intersection intervals along the 1D ray, and then take the point closest to the camera along the ray as being the result.