Title
Cost-driven octree construction schemes: an experimental study
Abstract
Many algorithmic problems are interesting to both theoreticians and practitioners, but in a different manner. While the theoreticians have traditionally focused on worst-case scenarios which is often not very useful in practice, the practitioners are sometimes stuck in the hacking culture and arrive at solutions that only work well in a few specific cases. An example of such an algorithmic problem is ray shooting.Imposing some data structure to support ray-shooting queries usually helps to improve the efficiency of the algorithm. We focus on one such data structure---the octree. It is flexible and adaptive and has many applications. However, its degree of adaptiveness usually depends on manually selected parameters controlling its termination criteria. It is difficult to fix a set of parameter values that is good for all possible scenes. One approach to resolve this problem is to construct a data structure which "tunes itself" to the input without using arbitrary preset parameters, so that a single algorithm is suitable for all situations. Surprisingly, only a few investigations have focused on this approach compared to the huge amount of research papers on ray shooting from both the theoreticians and the practitioners. We take some steps in this direction by evaluating several octree construction schemes for use in ray shooting, some widely used in the computer graphics literature (such as bounding the number of objects in a leaf and the maximum depth) and some developed in companion papers as part of this research (cost-driven k-greedy termination criteria). Our experimental results show that the octrees constructed using our schemes are better than those built with a priori fixed parameters.Our octree construction algorithm is driven by a simple cost predictor and has been proven elsewhere to approximate the optimal tree to within a constant factor. We fine-tune the predictor and observe the behavior of our algorithm on octrees built to support a simple ray tracing engine and compare its performance with those of commonly used alternatives. It appears to work well in practice.
Year
DOI
Venue
2005
10.1016/j.comgeo.2004.07.005
Symposium on Computational Geometry
Keywords
Field
DocType
termination criterion,ray shooting,ray shooting query,octree construction scheme,Octree,cost prediction,Average performance,experimental study,Space decomposition,Cost-driven octree construction scheme,queries-the octree,average cost,simple cost predictor,ACM Sympos,simple ray-tracing engine,Cost model,Cost prediction,computer graphics literature,Ray shooting
Data structure,Combinatorics,Cost prediction,Ray tracing (graphics),Computer science,A priori and a posteriori,Algorithm,Theoretical computer science,Space decomposition,Computer graphics,Bounding overwatch,Octree
Journal
Volume
Issue
ISSN
31
1-2
Computational Geometry: Theory and Applications
ISBN
Citations 
PageRank 
1-58113-663-3
11
0.60
References 
Authors
14
4
Name
Order
Citations
PageRank
Boris Aronov11430149.20
Hervé Brönnimann286669.61
Allen Y. Chang3336.34
Yi-jen Chiang450338.21