Related papers: Stackless Ray-Object Intersections Using Approxima…
State-of-the-art ray tracing techniques operate on hierarchical acceleration structures such as BVH trees which wrap objects in a scene into bounding volumes of decreasing sizes. Acceleration structures reduce the amount of ray-scene…
Triangle meshes remain the most popular data representation for surface geometry. This ubiquitous representation is essentially a hybrid one that decouples continuous vertex locations from the discrete topological triangulation.…
Oriented bounding box (OBB) bounding volume hierarchies offer a more precise fit than axis-aligned bounding box hierarchies in scenarios with thin elongated and arbitrarily rotated geometry, enhancing intersection test performance in ray…
Computing the Delaunay triangulation (DT) of a given point set in $\mathbb{R}^D$ is one of the fundamental operations in computational geometry. Recently, Funke and Sanders (2017) presented a divide-and-conquer DT algorithm that merges two…
Memory bandwidth constraints continue to be a significant limiting factor in ray tracing performance, particularly as scene complexity grows and computational capabilities outpace memory access speeds. This paper presents a memory-efficient…
Ray tracing is an efficient channel modeling method. However, the traditional ray tracing method has high computation complexity. To solve this problem, an improved bounding volume hierarchies (BVH) algorithm is proposed in this paper.…
Analyzing and identifying the shortcomings of current subdivision methods for finding intersections of rays with fibers defined by the surface of a circular contour swept along a B\'ezier curve, we present a new algorithm that improves…
We apply state-of-the-art computational geometry methods to the problem of reconstructing a time-varying sea surface from tide gauge records. Our work builds on a recent article by Nitzke et al.~(Computers \& Geosciences, 157:104920, 2021)…
Simulations of many rigid bodies colliding with each other sometimes yield particularly interesting results if the colliding objects differ significantly in size and are non-spherical. The most expensive part within such a simulation code…
In computer vision, we have the problem of creating graphs out of unstructured point-sets, i.e. the data graph. A common approach for this problem consists of building a triangulation which might not always lead to the best solution. Small…
The shortest path (SP) and shortest paths tree (SPT) problems arise both as direct applications and as subroutines of overlay algorithms solving more complex problems such as the constrained shortest path (CSP) or the constrained minimum…
We show that Delaunay triangulations and compressed quadtrees are equivalent structures. More precisely, we give two algorithms: the first computes a compressed quadtree for a planar point set, given the Delaunay triangulation; the second…
Ray tracing (RT) is a 3D graphics technique that offers highly realistic visuals. It is becoming prominent and accessible as GPU vendors have integrated dedicated ray tracing acceleration hardware. However, tracing millions of rays through…
We present a new and simple randomized algorithm for constructing the Delaunay triangulation using nearest neighbor graphs for point location. Under suitable assumptions, it runs in linear expected time for points in the plane with…
Tree projections provide a unifying framework to deal with most structural decomposition methods of constraint satisfaction problems (CSPs). Within this framework, a CSP instance is decomposed into a number of sub-problems, called views,…
It is important that a spatial network's construction algorithm reproduces the structural properties of the original physical embedding. Here, we assess the Delaunay triangulation as a spatial network construction algorithm for seven…
The Constraint Shortest Path (CSP) problem is as follows. An $n$-vertex graph is given, each edge/arc assigned two weights. Let us call them "cost" and "length" for definiteness. Finding a min-cost upper-bounded length path between a given…
We present a novel representation of compressed data structure for simultaneous bounding volume hierarchy (BVH) traversals like they appear for instance in collision detection & proximity query. The main idea is to compress bounding volume…
Euclidean Steiner trees are relevant to model minimal networks in real-world applications ubiquitously. In this paper, we study the feasibility of a hierarchical approach embedded with bundling operations to compute multiple and mutually…
We propose a compact and efficient tetrahedral mesh representation to improve the ray-tracing performance. We reorder tetrahedral mesh data using a space-filling curve to improve cache locality. Most importantly, we propose an efficient ray…