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Author, Editor

Author(s):

Wald, Ingo
Mark, William R.
Günther, Johannes
Boulos, Solomon
Ize, Thiago
Hunt, Warren
Parker, Steven G.
Shirley, Peter

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Not MPG Author(s):

Wald, Ingo
Mark, William R.
Boulos, Solomon
Ize, Thiago
Hunt, Warren
Parker, Steven G.
Shirley, Peter

Editor(s):

Schmalstieg, Dieter
Bittner, Jirí

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Not MPII Editor(s):

Schmalstieg, Dieter
Bittner, Jirí

BibTeX cite key*:

wald:07:STAR

Title, Booktitle

Title*:

State of the Art in Ray Tracing Animated Scenes

Booktitle*:

STAR Proceedings of Eurographics 2007

Event, URLs

URL of the conference:


URL for downloading the paper:


Event Address*:

Prague, Czech Republic

Language:

English

Event Date*
(no longer used):


Organization:


Event Start Date:

3 September 2007

Event End Date:

7 September 2007

Publisher

Name*:

Eurographics Association

URL:


Address*:

-

Type:


Vol, No, Year, pp.

Series:


Volume:


Number:


Month:

September

Pages:

89-116

Year*:

2007

VG Wort Pages:

99

ISBN/ISSN:

1017-4656

Sequence Number:


DOI:




Note, Abstract, ©


(LaTeX) Abstract:

Ray tracing has long been a method of choice for off-line
rendering, but traditionally was too slow for interactive
use. With faster hardware and algorithmic improvements this
has recently changed, and real-time ray tracing is finally
within reach. However, real-time capability also opens up
new problems that do not exist in an off-line environment.
In particular real-time ray tracing offers the opportunity
to interactively ray trace moving/animated scene content.
This presents a challenge to the data structures that have
been developed for ray tracing over the past few decades.
Spatial data structures crucial for fast ray tracing must be
rebuilt or updated as the scene changes, and this can become
a bottleneck for the speed of ray tracing.

This bottleneck has received much recent attention by
researchers that has resulted in a multitude of different
algorithms, data structures, and strategies for handling
animated scenes. The effectiveness of techniques for ray
tracing dynamic scenes vary dramatically depending on
details such as scene complexity, model structure, type of
motion, and the coherency of the rays. Consequently, there
is so far no approach that is best in all cases, and
determining the best technique for a particular problem can
be a challenge. In this STAR, we aim to survey the different
approaches to ray tracing animated scenes, discussing their
strengths and weaknesses, and their relationship to other
approaches. The overall goal is to help the reader choose
the best approach depending on the situation, and to expose
promising areas where there is potential for algorithmic
improvements.

HyperLinks / References / URLs:

http://www.mpi-inf.mpg.de/~guenther/STAR-RTAS/STAR-RTAS.pdf



Download
Access Level:

Public

Correlation

MPG Unit:

Max-Planck-Institut für Informatik



MPG Subunit:

Computer Graphics Group

Audience:

experts only

Appearance:

MPII WWW Server, MPII FTP Server, MPG publications list, university publications list, working group publication list, Fachbeirat, VG Wort



BibTeX Entry:

@INPROCEEDINGS{wald:07:STAR,
AUTHOR = {Wald, Ingo and Mark, William R. and G{\"u}nther, Johannes and Boulos, Solomon and Ize, Thiago and Hunt, Warren and Parker, Steven G. and Shirley, Peter},
EDITOR = {Schmalstieg, Dieter and Bittner, Jir{\'i}},
TITLE = {State of the Art in Ray Tracing Animated Scenes},
BOOKTITLE = {STAR Proceedings of Eurographics 2007},
PUBLISHER = {Eurographics Association},
YEAR = {2007},
PAGES = {89--116},
ADDRESS = {Prague, Czech Republic},
MONTH = {September},
ISBN = {1017-4656},
}


Entry last modified by Thomas Schultz, 03/25/2009
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Editor(s)
Johannes Günther
Created
06/12/2007 11:01:22 AM
Revisions
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Editor(s)
Thomas Schultz
Johannes Günther
Johannes Günther
Johannes Günther
Johannes Günther
Edit Dates
03/25/2009 01:05:37 PM
01/02/2008 11:06:30 AM
12/12/2007 09:34:33 AM
06/12/2007 11:05:42 AM
06/12/2007 11:01:22 AM
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