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-
- This should be more complete, but I really just wanted to point people at
- the papers that I used in creating this raytracer. Much thanks to all the
- excellent researchers and their papers, as well as the personal communications
- that I have had.
-
- Ray/Object Intersections:
-
- The sphere code is almost identical to the code given in Heckbert's EXCELLENT
- article "Writing a Ray Tracer" in the Siggraph Course Notes. Paul Heckbert
- is to be commended on his excellent article. The general structure of my
- raytracer is closely modelled after his.
-
- Polygon intersections are modelled after the method described by Eric Haines
- in his excellent paper, "Essential Algorithms for Ray Tracing", also in
- the Siggraph course notes. Between these two papers, much of the drudgery of
- developing intersection code is removed.
-
- The code for cone/cylinder intersections is fairly crude, but essentially my
- own derivation.
-
- Ray/Bounding Volume Intersections:
-
- Rather than use octrees, I decided to use Kay/Kajiya bounding volumes,
- as described in their 86 Siggraph paper, "Ray Tracing Complex Scenes". Their
- method has proven to be fast and simple to implement. The bounding volumes
- for the cones and cylinders could be improved to provide a "tighter" bounding
- volume.
-
- I "discovered" simultaneously with Eric Haines through our conversations that
- we could cheapen the cost of certain rays by establishing a max cutoff for
- distance during the Intersect() routine.
-
- The shadow caching optimization was introduced to me through conversations
- with Eric Haines, although probably not original, and was quite simple to
- implement in my raytracer.
-