<div class="csl-bib-body">
<div class="csl-entry">Pichler, T. A., Ferko, A., Ferko, M., Kán, P., & Kaufmann, H. (2022). Precomputed fast rejection ray-triangle intersection. <i>Graphics and Visual Computing</i>, <i>6</i>, Article 200047. https://doi.org/10.1016/j.gvc.2022.200047</div>
</div>
-
dc.identifier.uri
http://hdl.handle.net/20.500.12708/142177
-
dc.description.abstract
We propose a ray-triangle intersection algorithm with fast-rejection strategies. We intersect the ray with the triangle plane, then transform the intersection problem into 2D by applying a transformation matrix to the ray-plane intersection point. For 2D transformation, we study two different approaches. The first approach uses a transformation matrix which transforms the triangle into a unit triangle. Then, simple 2D tests are performed. The second approach transforms the triangle into a 2D triangle while preserving similarity. This allows us to prune (i.e., to clip away) areas surrounding the triangle, determining whether the transformed intersection point lies within the triangle. We discuss several optimizations for this pruning approach. We implemented both approaches into the CPU-based ray-tracing framework PBRT, version 3, and we performed a time-based comparison against PBRT’s default intersection algorithm and Baldwin and Weber’s algorithm. The results show that our algorithms are faster than the default algorithm. They are comparable to or slightly slower than Baldwin and Weber’s algorithm, however, the pruning approach produces watertight results and may be further optimized. Moreover, additional CPU/GPU experiments outside of PBRT document promising speedup over the standard Möller–Trumbore algorithm in areas like ray-casting or collision detection.
en
dc.language.iso
en
-
dc.publisher
Elsevier
-
dc.relation.ispartof
Graphics and Visual Computing
-
dc.subject
Ray-Triangle Intersection
en
dc.subject
Ray shooting
en
dc.subject
Collision
en
dc.subject
Point location
en
dc.subject
Intersections
en
dc.title
Precomputed fast rejection ray-triangle intersection
en
dc.type
Article
en
dc.type
Artikel
de
dc.contributor.affiliation
Comenius University Bratislava
-
dcterms.dateSubmitted
2021-06-30
-
dc.type.category
Original Research Article
-
tuw.container.volume
6
-
tuw.journal.peerreviewed
true
-
tuw.peerreviewed
true
-
wb.publication.intCoWork
International Co-publication
-
tuw.researchTopic.id
I5
-
tuw.researchTopic.name
Visual Computing and Human-Centered Technology
-
tuw.researchTopic.value
100
-
dcterms.isPartOf.title
Graphics and Visual Computing
-
tuw.publication.orgunit
E193-03 - Forschungsbereich Virtual and Augmented Reality
-
tuw.publisher.doi
10.1016/j.gvc.2022.200047
-
dc.date.onlinefirst
2022-05-10
-
dc.identifier.articleid
200047
-
dc.identifier.eissn
2666-6294
-
dc.description.numberOfPages
10
-
tuw.author.orcid
0000-0001-7437-9955
-
tuw.author.orcid
0000-0002-0322-9869
-
wb.sciencebranch
Informatik
-
wb.sciencebranch.oefos
1020
-
wb.sciencebranch.value
100
-
item.languageiso639-1
en
-
item.fulltext
no Fulltext
-
item.openairetype
research article
-
item.grantfulltext
none
-
item.openairecristype
http://purl.org/coar/resource_type/c_2df8fbb1
-
item.cerifentitytype
Publications
-
crisitem.author.dept
TU Wien
-
crisitem.author.dept
Comenius University Bratislava
-
crisitem.author.dept
E193-03 - Forschungsbereich Virtual and Augmented Reality
-
crisitem.author.dept
E193-03 - Forschungsbereich Virtual and Augmented Reality
-
crisitem.author.orcid
0000-0001-7437-9955
-
crisitem.author.orcid
0000-0002-0322-9869
-
crisitem.author.parentorg
E193 - Institut für Visual Computing and Human-Centered Technology
-
crisitem.author.parentorg
E193 - Institut für Visual Computing and Human-Centered Technology