Arbitrary 3D Resolution Discrete Ray Tracing of Implicit Surfaces

A new approach to ray tracing implicit surfaces based on recursive space subdivision is presented in this paper. Interval arithmetic, already used to calculate intersections in ray tracing and ray casting (numerically or subdividing 1D or 2D spaces), is now used here to implement a ray tracing based on reliable rays traversals into a potentially infinite octree-like subdivided space, eliminating explicit intersections. Novel, robust and efficient algorithms for ray voxelization and BSP octant ordering are used to recursively traverse rays through the space. Implicit surfaces are robustly voxelized and hierarchically stored into an octree to a certain given level. During rendering, the subdivision based voxelization of surfaces and rays continues further down until a resolution near the discrete domain of the floating point numbers is acquired. To guarantee robustness of the ray voxelization, interval arithmetic with calculations performed under appropriate rounding modes in Pentium-4 x87 and SSE2 FPUs respectively is applied. The major advantage is that the traversal algorithm is guaranteed to find reliable intersections between the rays and the scene without any explicit intersection calculation, solving a known precision problem of the ray traversal in a previous approach, used here for comparison. The precision of the traversal can be arbitrarily increased within the limitation of the floating point representation.

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