Axis-Normalized Ray-Box Intersection

dc.contributor.authorFriederichs, Fabianen_US
dc.contributor.authorBenthin, Carstenen_US
dc.contributor.authorGrogorick, Steveen_US
dc.contributor.authorEisemann, Elmaren_US
dc.contributor.authorMagnor, Marcusen_US
dc.contributor.authorEisemann, Martinen_US
dc.contributor.editorBousseau, Adrienen_US
dc.contributor.editorDay, Angelaen_US
dc.date.accessioned2025-05-09T09:12:52Z
dc.date.available2025-05-09T09:12:52Z
dc.date.issued2025
dc.description.abstractRay-axis aligned bounding box intersection tests play a crucial role in the runtime performance of many rendering applications, driven not by complexity but mainly by the volume of tests required. While existing solutions were believed to be pretty much optimal in terms of runtime on current hardware, our paper introduces a new intersection test requiring fewer arithmetic operations compared to all previous methods. By transforming the ray we eliminate the need for one third of the traditional bounding-slab tests and achieve a speed enhancement of approximately 13.8% or 10.9%, depending on the compiler.We present detailed runtime analyses in various scenarios.en_US
dc.description.number2
dc.description.sectionheadersReal-Time Rendering: Fast, Furious, and Accurate
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume44
dc.identifier.doi10.1111/cgf.70041
dc.identifier.issn1467-8659
dc.identifier.pages9 pages
dc.identifier.urihttps://doi.org/10.1111/cgf.70041
dc.identifier.urihttps://diglib.eg.org/handle/10.1111/cgf70041
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies → Ray tracing; Theory of computation → Computational geometry
dc.subjectComputing methodologies → Ray tracing
dc.subjectTheory of computation → Computational geometry
dc.titleAxis-Normalized Ray-Box Intersectionen_US
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