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Distributed image synthesis with breadth-first ray tracing and the ray-z-buffer

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Data structures and efficient algorithms

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 594))

Abstract

Breadth-first ray tracing for realistic image synthesis differs from usual pixel-by-pixel rendering in tracing whole generations of rays together. This means that first all rays of view are treated, next the set of reflection and refraction rays, then the reflection and refraction rays caused by them, and so on. The calculation of intersections for a generation of rays uses the ray-z-buffer algorithm. Like the original z-buffer algorithm, the ray-z-buffer algorithm allows to render scenes with an unlimited number of primitives within a working space dependent only on the resolution of the picture. A distributed implementation of breadth-first raytracing in a network of workstations is presented and analyzed.

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B. Monien Th. Ottmann

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© 1992 Springer-Verlag Berlin Heidelberg

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Müller, H., Winckler, J. (1992). Distributed image synthesis with breadth-first ray tracing and the ray-z-buffer. In: Monien, B., Ottmann, T. (eds) Data structures and efficient algorithms. Lecture Notes in Computer Science, vol 594. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-55488-2_25

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  • DOI: https://doi.org/10.1007/3-540-55488-2_25

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  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-55488-2

  • Online ISBN: 978-3-540-47103-5

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