Ray/Ribbon Intersections
3
TL;DR: In this paper , a curved ribbon is embedded inside a ruled surface and can be intersected by solving a quadratic equation, which is the first ray tracing primitive that possesses all such properties simultaneously.
read more
Abstract: We present a new ray tracing primitive---a curved ribbon, which is embedded inside a ruled surface. We describe two such surfaces. Ribbons inside doubly ruled bilinear patches can be intersected by solving a quadratic equation. We also consider a singly ruled surface with a directrix defined by a quadratic Bézier curve and a generator---by two linearly interpolated bitangent vectors. Intersecting such a surface requires solving a cubic equation, but it provides more fine-tuned control of the ribbon shape. These two primitives are smooth, composable, and allow fast non-iterative intersections. These are the first primitives that possess all such properties simultaneously.
read more
Chat with Paper
AI Agents for this Paper
Find similar papers on Google Scholar, PubMed and Arxiv
Write a critical review of this paper
Analyze citations of this paper to find unaddressed research gaps
Citations
Efficient High-Quality Rendering of Ribbons and Twisted Lines
TL;DR: In this paper , a generalized cylinder with elliptic profiles is rendered by adjusting the length of the cylinder's semi-minor axis, and the ribbon thickness can be controlled so that it always remains visible.
2
Nonlinear Ray Tracing for Displacement and Shell Mapping
Shinji Ogaki
- 10 Dec 2023
TL;DR: This paper introduces a new efficient approach to perform acceleration structure traversal and intersection tests against microtriangles entirely in texture space by formulating nonlinear rays as degree-2 rational functions.
1
A Brief Survey of Clipping and Intersection Algorithms with a List of References (including Triangle-Triangle Intersections)✩
TL;DR: A brief survey of clipping and intersection algorithms can be found in this paper , with a nearly complete list of relevant references and a detailed discussion of clipping algorithms in the projective extension of the Euclidean space.
References
Illumination for computer generated pictures
TL;DR: Human visual perception and the fundamental laws of optics are considered in the development of a shading rule that provides better quality and increased realism in generated images.
•Book
Curves and Surfaces for Computer-Aided Geometric Design: A Practical Guide
Gerald Farin
- 01 Jan 1988
TL;DR: The fourth edition has been thoroughly updated and revised to include a new chapter on recursive subdivision, as well as new sections on triangulations and scattered data interpolants, and the disk in the back of the book has been updated to include all of the programs, as the data sets from the text.
2.3K
Numerical Recipes, The Art of Scientific Computing.
Lawrence F. Shampine,William H. Press,Brian P. Flannery,Saul A. Teukolsky,William T. Vetterling +4 more
TL;DR: This is the revised and greatly expanded Second Edition of the hugely popular Numerical Recipes, with over 100 new routines (now well over 300 in all), plus upgraded versions of many of the original routines.
1.1K
Fast, minimum storage ray/triangle intersection
Tomas Möller,Ben Trumbore +1 more
- 31 Jul 2005
TL;DR: A clean algorithm for determining whether a ray intersects a triangle which is comparable in speed to previous methods and is believed to be the fastest ray/triangle intersection routine for triangles which do not have precomputed plane equations.
1K