[comp.graphics] Ray Tracing News archive 2 of 7

cnsy@vax5.CIT.CORNELL.EDU (06/01/89)

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Ray Tracing News, e-mail edition, 2/15/88

concatenated by Eric Haines, hpfcla!hpfcrs!eye!erich@hplabs.HP.COM

So, now that the SIGGRAPH paper submission rush is over, the SIGGRAPH paper
review process begins.  Fortunately, it's generally easier to comment on someone
else's deathless prose than write it yourself.  It's also time to start
procrastinating on writing up SIGGRAPH tutorial notes.  So, all in all it's
not been too busy, except for all the "real" work we've all (hopefully) been
doing.


Dore'
-----

The only new news I've got is on the new product by Ardent, called Dore'
(rhymes with "moray" - there should be an up-accent over that "e" in Dore).
Ardent is the new name for Dana Computer Inc (i.e. the "single-user
supercomputer/supergraphics" people.  Their "Titan" minisupercomputer is due
out realsoonnow).  Dore' stands for "Dynamic Object-Rendering Environment".

The places I've seen articles so far is "Electronics", February 4, 1988, on
pages 69-70, and "Mini-Micro Systems", February 1988, pages 22-23.  The
first article offers more detail.  I don't really want to rehash either
article in full.  The salient points (to me) about Dore' are:

	(1) Toolkit approach.
	(2) Can render using vectors, hidden surface, or ray tracing.
	(3) Hierarchical, object oriented system.
	(4) Five object classes:
	    (a) primitives (including points, curves, polygons, meshes, cubic
		solids (?!), and NURBS (non-uniform rational B-splines),
	    (b) appearance attributes (material properties, inc. solid texture
		maps and environmental reflection maps),
	    (c) geometric attributes (modeling matrices),
	    (d) studio objects (camera, lights) (I like this term!),
	    (e) organizational objects (hierarchy, and evidentally the ability
		to define function calls inside the environment which call
		routines in the application program.  No idea how this works).
	(5) Quoted times: 0.1 second for vector, 10 seconds for hidden
	    surface, 100 seconds ray-traced (I assume on the Titan.  No
	    idea what kind of scene complexity or resolution).
	(6) Written in C.
	(7) "Open" system - source code sold in hopes of selling Dore' on other
	    systems.

The best part (for universities and research labs) is the price: $250 for
a source code license - not sure what the cost is for source code maintenance
(vs. $15000 for commercial users plus $5000/year after the first year).  Per
copy binary license is $200.

I am teaching the ray-tracing section of "A Consumer's and Developer's Guide
to Image Synthesis" at SIGGRAPH this year, so definitely want to know more.
I would also like more information just out of curiosity.  So, you university
people, please go out there and get one - seems like a real bargain.  The
contact info for Ardent is:

	Ardent Computer Corp
	550 Del Rey Ave
	Sunnyvale, CA  94086
	408-732-2806


That's all, folks,

Eric

   

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/  \_(_/|_/ (_/_    (_/ / (_(_/|_(__<_/ / <_(_)_    /  (_</_(_(_/_/_)_
             /                               /|
            '                               |/

			"Light Makes Right"

			 March 1, 1988


I just receive Andrew's note that the hardcopy RTN is in the mail, which
inspired me to flush the buffer and send on the latest offerings.  Special
thanks to Jeff Goldsmith for submissions.

    - Eric

--------------------------------------------------

Mailing list updates
--------------------

First, an address change.  John Peterson is now with Apple, who writes:

    'I'm currently hanging out at Apple thinking about "3D graphics for the
    rest of us" and how to keep the jaggies away from personal computers.
    (But there is this Cray sitting about 50 feet away.  Hmmm...)'

#
# John Peterson - bicubic splines, texturing
# Apple Computer (graduated University of Utah, 1988)
alias	john_peterson	hpfcrs!hpfcla!jp%apple.apple.com@RELAY.CS.NET

I asked him for ray tracers at the University of Utah.  So, Tom Malley and
Rod Bogart (whose initials are 'RGB') are now subscribers.

From Tom:
    My thesis research was similar to what John Wallace described,
    being a two pass approach to radiosity to include specular reflection
    and transparency.  Form factors were all calculated via ray tracing,
    however.  I did some brief examination of different ray intersection
    methods along the way (Rubin-Whitted, Kay-Kajiya, and Glassner).

#
# Tom Malley - blending ray tracing and radiosity
# Evans & Sutherland (graduated University of Utah, 1988)
# (malley@cs.utah.edu, cs.utah.edu!esunix!tmalley)
alias	tom_malley	hpfcrs!hpfcla!hplabs!malley@cs.utah.edu


To quote John Peterson about Rod Bogart:
    Rod developed a really neat method for using ray tracing to integrate
    computer generated pictures with real world images (coming soon to a
    SIGGRAPH near you...).

#
# Rod Bogart - blending ray tracing and images
# University of Utah
alias	rod_bogart	hpfcrs!hpfcla!hplabs!bogart%gr@cs.utah.edu

-----------------------------------

Another Dore' Article

In case you have not been able to track down the two articles previously
mentioned about Dore', Ardent's new rendering system, there's now a third
(that I know of):  it's in "Computer Design", Feb 15, 1988, pages 30-31.
Pretty much like the other articles (i.e. cast from the same press release).

-----------------------------------

Responses to the "teapot in a football stadium" problem:


From: Andrew Glassner

 Just a quick response to your football stadium/teapot example.  When you
subdivide a node, look at its children.  If only one child is non-empty,
replace the original node with its non-null child.  Do this recursively 
until the subdivision criterion is satisfied.  I do this in my spacetime
ray tracer, and the results can be big.  The ray propagation can get just
a bit more complex, but there are clever rays to keep it simple (see
John Amanatide's article in Eurographics '87, plus I have a scheme that
I hope to write up soon...).

  Better yet, go with a hybrid space subdivision/bounding volume scheme,
such as the one described in my spacetime paper (poorly described in the
Intro to RT notes, but better described in the version slated for the
March issue of CG&A; I'd be happy to mail you a preprint).  I think this
hybrid scheme gives the best of both worlds, and you can use whatever
space subdivision and bounding volume techniques that you like in the
two distinct phases of the algorithm.  I use adaptive space subdivision
and Kay's bounding slabs, and that combination seems to work pretty well.

  And now I have to get back to moving into my office!

------------------------------------------

Comments on Jim Arvo's Efficiency Article


From: Eric Haines (with a few extra comments than my original letter to Jim)

	Your article on efficiency is fascinating.  I hope to read it more
carefully tonight and (eventually--we just came under a crunch of work)
comment on it.  Sounds like you've done a lot of serious thought and
speculation on the possibilities.  I agree with the philosophy of objects
each having their own private hierarchies, and having the ability to hook
these hierarchies up however you want.  We've done that on a small scale
with our tesselated spline surfaces:  automatic hierarchy a la Goldsmith &
Salmon (IEEE CG&A, May 1987) for everything, but then octrees for the spline
surfaces themselves.  A nice feature of Goldsmith is that you can weight the
cost of each primitive into the algorithm: multiply its area by some
intersection cost (which you'll probably have to figure out through
experimentation) to give it a weighting.  In this way a torus surface which has
the same size bounding volume as a quadrilateral can be given a higher
weighting factor.  A higher cost has the effect of making the hierarchical tree
less horizontal near the complicated object, i.e. there are more bounding
volumes overall, with a few complicated objects in each.  This is what you
want, since you'd rather spend a little extra time on intersecting bounding
volumes than wasting a lot of time intersecting the empty space around costly
objects.


Response from: Jim Arvo

    I'm glad you found my article interesting.  All your interesting
    mail finally motivated me to contribute to the discussion.  I
    thought I would toss out a pet idea of mine and see if it sparked
    any debate.  It turns out that Jeff Goldsmith also looked at
    simulated annealing for bounding box hierarchies.  One day one 
    of us will get some results.  Hopefully not negative results!

    With all the talk about octrees and such, it's clear that there 
    are a number of potential papers "waiting in the wings".  I've
    been thinking that by getting the right collaborations going,
    we (the ray tracing group) could easily "hand" IEEE several
    related papers, effectively defining a theme issue.  What do
    you think?


My reply:

	The efficiency article collection sounds possible.  Another idea which
someone (Mike Kaplan, maybe?  I forget) mentioned at last SIGGRAPH was "A
Characterization of Ten Ray Tracing Efficiency Algorithms".  If well done, this
would be a classic.  There are probably entirely new schemes still to be found,
and certainly trying to optimize and figure out good hybrid methods is an
area ripe for development.  But right now many of the structures and algorithms
are in place, and still have not been fully compared.  Timings are
unconvincing, and statistics are worthwhile but don't tell the whole story.
An in-depth comparison of the major algorithms and techniques to improve these
would be wonderful.  Someday, someday ... well, my hope is that a few of us
could do some writing along these lines, even if it's just brainstorming on
how to compare particular algorithms in a rigorous fashion  (e.g. How can we
simulate a scene mathematically?  OK, idealize each object as a box or sphere
for simplicity.  Now, how do we distribute the points to get realistic
clustering? Once we have a "scene generator" which could create various typical
distributions of objects in a scene, then we have to analyze how this generator
would interact with each algorithm, and be able to predict how each efficiency
scheme deals with the scenes generated.  Or there might be simpler ways to
isolate and analyze each factor which affects the efficiency of a scheme.
Anyway, whatever, but this stuff looks fun!).  Understanding the strengths of
the various techniques seems vital to being able to do any kind of "annealing"
process for optimization.

------------------------------------------------------------

Efficiency Tricks
-----------------

From Jeff Goldsmith:

    Here's a good hack for Ray Tracing News:
When using Tim Kay's heapsort on bounding volumes in order
to get the closest, don't bother to do that for illumination
rays.  I know it seems obvious, but I never thought to do it.

The obvious corollary to that idea has a little more reach to
it.  Since illumination rays form the bulk of the rays we 
trace, getting the nearest intersection is of limited value.
In addition, if CSG is used, more times occur when the nearest
intersection is of less value.  This seems to indicate that 
space tracing techniques are doing some amount of needless work.
Since it doesn't really cost that much, perhaps it is not a flaw,
but maybe space tracers should consider approaches that don't
worry about where along the path we are and optimize that problem
instead.

---------------------------------------------

More Book Recommendations
-------------------------

From: Jeff Goldsmith

    I agree completely with your comment about libraries.
Mine is a crucial resource for me.  Here are some of my
favorite books that are in my office:

	Geometry:
	
	    Computational Geometry for Design and Manufacture
	        Faux & Pratt
	 	--an early CAD text.  It has lots of good stuff
		on splines and 3D math.

	    Differential Geometry of Curves and Surfaces
		DoCarmo
		--A super text on classical differential geometry.
		(Not quite the same as analytic geometry.)

	    CRC Standard Math Tables
		--This has an awesome section on analytic geometry.
		Calculus, too.  Can't live without it.  It is not
		the same as the first part of the Chemistry and 
		Physics one.

	    Analytic Geometry
		Steen and Ballou
		--Once was the standard college text on the subject.
		That was a long time ago, but it is very easy to
		read and it covers the fundamentals.

	Computing:

	    Data Structures and Algorithms
		--Aho, Hopcroft and Ullman
		Read anything by these guys.

	    Data Structure Techniques
		--Standish
		More How-to than AHU's tome.

	    Numerical Analysis
		--Burden, Faires, and Reynolds
		I have the other two, as well.  This is the
		least complete of the three, but the algorithms
		inside are childishly easy to implement.  They
		always seem to work, too.  Best of all, for many
		cases, they have test data and solutions.

	    Software Tools
		--Kernighan and Plauger
		How to write command line interpreters, editors,
		macro expanders, the works.  Great reading.

	    Fundamentals of Computer Algorithms
		--Horowitz and Sahni
		Less technical than AHU, but pretty technical.
		Thicker.  It may very well answer the problem
		you can't figure out straight off.

	    The Art of Computer Programming
		--Knuth
		The "Encyclopedia"

	Physics:  (Seem awfully useful sometimes)

	    Gravitation
		--Misner, Thorne, and Wheeler
		The thickest book on my shelf.  It's a paperback, too.
		(It's bent three bookends permanently.  Cheap JPL ones.)
		Truly a tome on modern physics.
		
	    Modern Physics
		--Tippler
		Much easier to read than MTW.  Has lots of good appendices.

	    University Astronomy
		--Pasachoff and Kuttner
		I read this book for fun.  I wonder why I didn't read it
		while I was taking Kuttner's course?

	    The Feynman Lectures on Physics
		Awesome first course.  Most of my needs are problems in
		the text.

	Graphics, etc:

	    Raster Graphics Handbook
		--Conrac
		All about fundamentals of the craft.

	    Light and Color in Nature and Art
		--Williamson and Cummings
		Much easier to read than Hall's thesis, but less 
		technical as well. 

	Etc, Etc:

	    The Random House Dictionary of the English Language, 
	    College Edition
		The best collegiate sized dictionary around. 
		By far.

	    The Chicago Manual of Style
		Has most of the answers. Did you know that
		to recreate is to have fun, but to 
		re-create is computer graphics?

	    The Elements of Style
		The one that came before computers.

-----------------------------------------------

Bug for the Day						by Eric Haines
---------------

{This will be pretty unexciting for those who never intend to implement an
octree subdivision scheme.  For future implementers, I hope you find it of
use:  it took me quite a few hours to track this one down, so I think it is
worth going into.}

	This bug was one I had when implementing octree subdivision for ray
tracing.  The basic algorithm used was Glassner's:  once you intersect the
octree structure, move the intersection point in one half of the smallest
cube's dimension in the direction normal to the wall hit.  In other words,
find out what cube is the next cube by finding a point that should be well
inside of it, then translating this point into integer octree coordinates
and traversing the octree downwards until a leaf node is found.

	However, there are some subtle errors that can occur with moving to the
next octree cube.  My favorite is almost hitting the edge of a cube, moving
into the next cube, then getting caught moving to the cube diagonal to this
cube, i.e. moving from cube 1 to 2 to 3 ...

	X-->
	+---+---+
      ^ | 2 | $ |	Numbers are the order of cubes moved through.
      | +---#---+
      Y | 1 | 3 |
	+---+---+
	  ^________ray started here, and hit almost at the "#".
		   (ray is in +X, +Y direction)

This went into an infinite loop, going between 2 and 3 forever.  The reason
was that when I hit the boundary 1&2 I would add a Y increment (half minimum
box size) to the intersection point, then convert this to find that I was
now in box 2.  I would then shoot the ray again and it would hit the
wall at 2&$.  To this intersection point I would add an X increment.  However,
what would happen is that the Y intersection point would actually be ever so
slightly low - earlier when I hit the 1&2 wall adding the increment pushed us
into box 2.  But now when the Y intersection point was converted it would
put us in the 1+3 boxes, and X would then put us in box 3.  Basically, the
precision of the machine made the mapping between world space and octree
space be ever so slightly off.

	The infinite loop occurred when we shot the ray again at box 3.  It
would hit the 3/$ wall, get Y incremented, and because X was ever so slightly
less than what was truly needed to put the intersection point in the 3+$
boxes, we would go back to box 2, ad infinitum.  Another way to look at this
is that when we would intersect the ray against any of the walls near the
"#" point, the intersection point (due to roundoff) was always mapping to
box 1 if not incremented.  Incrementing in Y would move it to box 2, and in
X would move it to box 3, but then the next intersection test would yield
another point that would be in box 1.  Since we couldn't increment in
both directions at once, we could never get past 2 and 3 simultaneously.

	This bug occurs very rarely because of this: the intersection points
all have to be such that they are very near a corner, and the mapping of the
points must all land within box 1.  This problem occurred for me once in a
few million rays, which of course made it all that much more fun to search
for it.

	My solution was to check the distance of the intersections generated
each time: if the closest intersection was a smaller distance from the origin
than the closest distance for the previous cube move, then this intersection
point would not be used, but rather the next higher would be.  In this way
forward progress along the ray would always be made.

	By the way, I found that it was worthwhile to always use the original
ray origin for testing ray/cube intersections - doing this avoids any
cumulative precision errors which could occur by successively starting from
each new intersection point.  To simulate the origin starting within the cube
I would simply test only the 3 cube faces which faced away from the ray
direction (this was also faster to test).

	Anyway, hope this made sense - has anyone else run into this bug? Any
other solutions?

---------------------------------------------

A Pet Peeve (by Jeff Goldsmith)
-----------

Don't ever refer to pixels as rows and columns.  It makes it
hard to get the order (row,column)? (column,row)? right.  Refer
to pixels as (x,y) coordinates.  Not only is that the natural
system to do math on them, but it is much easier to visualize
in a debugging environment, as well as running the thing.  I
use the -x and -y npix switches on the tracer command line to
override any settings and have found them to be much easier to
deal with than the -r and -c that seem to be everywhere.  Note
that C's normal array order is (I think.  I always get these 
things wrong.) (y,x).

	[I agree: my problem now is that Y=0 is the bottom edge of the screen
	when dealing with the graphics package (HP's Starbase), and Y=0 is the
	top when directly accessing the frame buffer (HP's SRX). -- EAH]

---------------------------------------------

	Next "RT News" issue I'll include a write-up of Goldsmith/Salmon which
should hopefully make the algorithm clearer, plus some little additions I've
made.  I've found Goldsmith/Salmon to be a worthwhile, robust efficiency scheme
which hasn't received much attention.  It embodies an odd way of thinking
(I have to reread my notes about it when I want to change the code), as there
are a number of costs which must be taken into account and inherited.  It's
not immediately intuitive, but has a certain sense to it once all the pieces
are in place.  Hopefully I'll be able to shed some more light on it.

All for now,

Eric

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' )  )                  /                           ' )  )
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/  \_(_/|_/ (_/_    (_/ / (_(_/|_(__<_/ / <_(_)_    /  (_</_(_(_/_/_)_
             /                               /|
            '                               |/

			"Light Makes Right"

			 March 8, 1988

-------------------------------------------------

Surface Acne
------------

From Eric Haines:

	A problem which just about every ray tracer has run into, and which
has rarely appeared in the literature (and even more rarely been solved in any
way) is what I call "surface acne".

	An easy way to explain this problem is with an example.  Say you are
looking at a double sided (i.e. no culling) cylinder primitive.  You shoot an
eye ray, hitting the outside.  Now you look at a light.  As it turns out, the
intersection point truly is bathed by the light, and so should see it.  What
actually may happen is that the shadow test ray hits the cylinder.  In images
this will show up as black dots or other anomalous shadings - "surface acne".
I've seen this left in some images to give an interesting textured effect, but
normally it's a real problem.

	How did this happen?  Well, theoretically it can't.  However, due to
precision error the following happens.  When you hit the cylinder and
calculated the intersection point in world space, the point computed was
actually ever so slightly inside the cylinder.  Now, when the shadow ray
is sent out, it is tested against the cylinder's surface, and an intersection
is found at some tiny distance from the origin.

	A common solution is to just assign an epsilon to each intersector and
cross your fingers.  In other words, what you really do is move the ray origin
ever so slightly along the shadow (or reflection or refraction) ray direction
and hope this was far enough that the new origin is 'outside' of the object
(in actuality, what you want is for the new origin to be on the same side of
the object as the parent ray, except for refraction rays, which want to start
on the opposite side).  This works fairly well for test systems, but is pretty
scary stuff for software used by anyone who didn't design it (e.g. some user
decides to input his molecular database in meters, causing all his data to be
much smaller in radius than my fudge factor.  When I add my fudge factor
distance to the ray, I find that my new ray origin is way outside the scene).

	Another solution is to not test the item intersected if it is not
self-shadowing.  For example, a polygon cannot cast a shadow on itself, so
should not be tested for intersection when a ray originates on its surface.
This works fine for some primitives, but falls apart when self-shadowing
objects (cylinders, tori, spline surfaces, etc) are used.

	I have also experimented with some root polishing techniques, which
help to solve some problems, but I'll leave it at this for now.  Has anyone
any better solutions for surface acne (ideally foolproof ones)?  I suspect
that the best solution is a combination of the above techniques, but hopefully
I'm missing some concept that might make this problem easy to solve.  Hope to
hear from you all on this!

-------------

Addenda from Jeff Goldsmith:

    Al [Barr] and I have used a technical term for "surface acne,"
too.  We called it "black dots" or more often "black shit."
(Zbuffers have similar problems.  The results are called
"zbuffer shit" or "zippers".  Mostly the cruder term is
used since the artifacts are not particularly desirable.)

--------------------------------------------------

Goldsmith/Salmon Hierarchy Building
-----------------------------------

Well, I was going to write up some info on the Goldsmith/Salmon hierarchy
building algorithm, but the RT News buffer was filled almost immediately and 
I haven't done it yet.  However, there was this from Jeff Goldsmith, about
his earlier paper (IEEE CG&A, May 1987):

       If you are going to spend some time and effort on automatic
    tree generation stuff (Note: paper 2 is almost done--mostly
    talks about parallelism and hypercubes, but some stuff on trees
    as well--mostly work heuristics that include primitives
    and so on) I'd like to hear some thinking about the evaluation
    function.  Firstly, it's optimized for primary rays.  That turns
    out to be an unfortunate choice, since most rays are secondary
    rays.  We've come up with a second order correction that is 
    good for evaluating trees, but turns the generation algorithm
    into O(n log^2 n).  We've not played around with it enough to
    tell whether it works.  If you have some thoughts/solutions,
    that would be nice.  Another finding on the same vein that is
    much more important is: the mean (see next note) seems to be 
    reasonably close, but sigma is very high for the predictions
    vs. actual tries.  This wasn't important (actually, wasn't
    detected) on a sequential machine, but became crucial on a
    parallel machine.  Some of the variation is due to our assumption/
    attempt at view direction independence.  (Clearly, stuff in back
    is not checked for intersection much.)  I don't know whether
    that is all of it--we get bizarre plots of this data.  If you
    have any thoughts on how to make a better or more precise
    evaluation function, I'd really like to hear the reasoning and
    perhaps steal and use the results.  
    Oh, the promised note: The mean is only correct if the highest
    level bounding volume (root node) is contained completely within
    the view volume.  If it isn't, the actual results end up proportional
    to the predicted ones, but I haven't worked out the constant.  
    (It shows up on our graphs pretty clearly, though.)

	The second part of the algorithm is the builder.  I'm not
    convinced that it is a very good method at all, but it met the
    criteria I set up when trying to decompose trees--O(below n^2)
    and reasonably local (I was trying to use simulated annealing
    at the time.)  Some other features were environmental; some were
    because I couldn't think of a better way.  In no sense am I convinced
    that the incremental approach or the specific one chosen is best.
    I'd like to hear about that, too.

	The only part I really like about the whole thing is the 
    general approach of using heuristics to guess at some value
    (rated in flops eventually) and then trying to optimize that
    value.  Beyond that, I think there is a whole realm of computational
    techniques waiting to be used to approximately solve optimization
    problems.  I'm really interested in other work done in that 
    direction and especially results regarding graphics.

	Thanks for the good words; I seem to have been mentioned
    in most of the last issue.  I bet that has something to do with
    my having acquired a network terminal on my desk less than a 
    month ago (yay!).  

-----------------------------------------------------

Efficiency Tricks followup
--------------------------

These are comments generated by Jeff Goldsmith's note that Kay/Kajiya sorting is
not needed for shadow rays.

-----------

Comments from Masataka Ohta:

In the latest ray tracing news, you write:

>Efficiency Tricks

>Since illumination rays form the bulk of the rays we 
>trace.

If so, instead of space tracing, you should use ray coherence
at least for the illumination rays.

The ray coherent approaches are found in CG&A vol. 6, no. 9 "The
Light Buffer: A Shadow-Testing Accelerator" and in my paper "ray
coherence theorem and constant time ray tracing algorithm" in
proceedings of CG International '87.

>In addition, if CSG is used, more times occur when the nearest
>intersection is of less value.  This seems to indicate that 
>space tracing techniques are doing some amount of needless work.

How about tracing illumination rays from light sources, instead
of from object surface? It will be faster for your CSG case,
if the surface point lies in the shadow, though if the surface
point is illuminated, there will be no speed improvement.

The problem is interesting to me because my research on coherent
ray tracer also suggests that it is much better to trace illumination
rays from the light source.

Do you have any other reasons to determine from where illumination rays
are fired?

----------------------------------------------------------------------

Jeff Goldsmith's reply:

Actually, I believe you, though I won't say with certainty 
that we know the best way to do shadow testing.  However,
I'm interested in fundamentally understanding the ray tracing
algorithm and determining what computation MUST be done, so
the realization that space tracing illumination rays still
seems meaningful.  In fact, it is my opinion that space tracing
is not the right way to go and "backwards" (classical) ray
tracing will eventually be closer to what will be used 30
years from now.  I won't even try to defend that position;
no one knows the answers.  What we are trying to do is
shed a little "light" on the subject.  Thanks for your
comments.

-----------------

From Eric Haines:

	I just got from Ohta the same note Ohta sent to you, plus your reply.
Your reply is so short that I've lost the sense of it.  So, if you don't mind,
a quick explanation would be useful.

> However,
> I'm interested in fundamentally understanding the ray tracing
> algorithm and determining what computation MUST be done, so
> the realization that space tracing illumination rays still
> seems meaningful.

What is "the realization that space tracing illumination rays"?  I'm missing
something here - which realization?

> In fact, it is my opinion that space tracing
> is not the right way to go and "backwards" (classical) ray
> tracing will eventually be closer to what will be used 30
> years from now.

Do you mean by "space tracing" Ohta's method?

Basically, it looks like I should reread Ohta's article, but I thought I'd
check first.

--------------

Further explanation from Jeff Goldsmith:

I think that a word got dropped from the sentence, either when I
typed it in or later.  (Who knows--I do that about as often as
computers do.)

I meant:  Since distance order is not needed for illumination
rays, space tracing methods in general (not Ohta's in particular)
do extra work.  It's not always clear that extra information costs
extra computation, but they usually go hand in hand.  (It was just
a rehash of the original message.)  Anyway, if extra computation is
being done, perhaps then there is an algorithm that does not do 
this computation, yet does all the others (or some others...)
that is of lower asymptotic time complexity.  

Basically, this all boils down to my response to various claims
that people have "constant time" ray tracers. It is just not 
true.  It can't be true if they are using a method that will yield
the first intersection along a path since we know that that 
computation cannot be done in less than O(n log n) without a
discretized distance measurement.  I don't think that space
tracers discretize distance in the sense of a bucket sort, but
I could be convinced, I suppose.  Anyway, that's what the ramblings
are all about.  If you have some insights, I'd like to start an
argument (sorry, discussion) on the net about the topic.  What
do you think?

------------------------------------------------------------

Extracts from USENET news
-------------------------

There was recently some interesting interchange about octree building on USENET.
Some people don't read or don't receive comp.graphics, so the rest of this
issue consists of these messages.

----------------

From Ruud Waij (who is not on the RT News e-mail mailing list):

In article <198@dutrun.UUCP> winffhp@dutrun.UUCP (ruud waij) writes:
My ray tracing program, which can display the 
primitives block, sphere cone and cylinder, 
uses spatial enumeration of the object space 
(subdivision in regularly located cubical cells 
(voxels)) to speed up computation.

The voxels each have a list of primitives.
If the surface of a primitive is inside a voxel,
this primitive will be put in the list of the voxel.

I am currently using bounding boxes around the 
primitives: if part of the bounding box is 
inside the voxel, the surface of the primitive 
is said to be inside the voxel.
This is a very easy method but also very s-l-o-w.

I am trying to find a better way of determining 
whether the surface of a primitive is in a voxel 
or not, but I am not very succesful.
Does anyone out there have any suggestions ?

---------------

Response from Paul Heckbert:
  
Yes, interesting problem!  Fitting a bounding box around the object and listing
that object in all voxels intersected by the bounding box will be inefficient as
it can list the object in many voxels not intersected by the object itself.
Imagine a long, thin cylinder at an angle to the voxel grid.

I've never implemented this, but I think it would solve your
problem for general quadrics:

    find zmin and zmax for the object.
    loop over z from zmin to zmax, stepping from grid plane to grid plane.
	find the conic curve of the intersection of the quadric with the plane.
	this will be a second degree equation in x and y (an ellipse,
	    parabola, hyperbola, or line).
	note that you'll have to deal with the end caps of your cylinders
	    and similar details.
	find ymin and ymax for the conic curve.
	loop over y from ymin to ymax,
	    stepping from grid line to grid line within the current z-plane
	    find the intersection points of the current y line with the conic.
	    this will be zero, one, or two points.
	    find xmin and xmax of these points.
	    loop over x from xmin to xmax.
		the voxel at (x, y, z) intersects the object

Perhaps others out there have actually implemented stuff like this and will
enlighten us with their experience.

-----------------

Response from Andrew Glassner:

  Ruud and I have discussed this in person, but I thought I'd respond
anyway - both to summarize our discussions and offer some comments
on the technique.

  The central question of the posting was how to assign the surfaces
of various objects to volume cells, in order to use some form spatial
subdivision to accelerate ray tracing.  Notice that there are at
least two assumptions underlying this method.  The first assumes that 
the interior of each object is homogeneous in all respects, and thus
uninteresting from a ray-tracing point of view.  As a counterexample,
if we have smoke swirling around inside a crystal ball, then this
"homogeneous-contents" assumption breaks down fast.  
 
  To compensate, we either must include the volume inside each object 
to each cell's object list (and support a more complex object description
encompassing both the surface and the contents), or include as new objects 
the stuff within the original.  

  The other assumption is that objects have hard edges; otherwise we have 
to revise our definition of "surface" in this context.  This can begin
to be a problem with implicit surfaces, though I haven't seen this really
discussed yet in print.  But so as long as we're using hard-edged objects 
with homogeneous interiors, the "surface in a cell" approach is still 
attractive.  From here on I'll assume that cells are rectangular boxes.

  So to which cells do we attach a particular surface?  Ruud's current 
technique (gathered from his posting) finds the bounding box of the surface 
and marks every cell that is even partly within the bounding volume.  Sure,
this marks a lot of cells that need not be marked.  One way to reduce the
marked cell count is to notice that if the object is convex, we can unmark 
any cell that is completely within the object; we test the 8 corners with 
an inside/outside test (fast and simple for quadrics; only slightly slower 
and harder for polyhedra).  If all 8 corners are "inside", unmark the cell.  
Of course, this assumes convex cells - like boxes.  Note that some quadrics
are not convex (e.g. hyperboloid of one sheet) so you must be at least
a little careful here.

  The opposite doesn't hold - just because all 8 corners are outside
does NOT mean a cell may be unmarked.  Consider the end of a cylinder
poking into one side of a box, like an ice-cream bar on a stick,
where the ice-cream bar itself is our cell.  The stick is within the 
ice cream, but all the corners of the ice cream bar are outside the stick.  
Since this box contains some of the stick's surface, the box should still 
be marked.  So our final cells have either some inside and some outside 
corners, or all outside corners.

  What do we lose by having lots of extra cells marked?  Probably not
much.  By storing the ray intersection parameter with each object after
an intersection has been computed, we don't ever need to actually
repeat an intersection.  If the ray id# that is being traced matches
the ray id# for which the object holds the intersection parameter, we
simply return the intersection value.  This requires getting access to
the object's description and then a comparison - probably the object
access is the most expensive step.  But most objects are locally
coherent (if you hit a cell containing object A, the next time you need
object A again will probably be pretty soon).  So "false positives" -
cells who claim to contain an object they really don't - aren't so bad,
since the pages containing an object will probably still be resident
when we need it again.

  We do need to protect ourselves, though, against a little gotcha that
I neglected to discuss in my '84 CG&A paper.  If you enter a cell and
find that you hit an object it claims to contain, you must check that
the intersection you computed actually resides within that cell.  It's
possible that the cell is a false positive, so the object itself isn't
even in the cell.  It's also possible that the object is something like
a boomerang, where it really is within the current cell but the actual
intersection is in another cell.  The loss comes in when the intersection
is actually in the next cell, but another surface in the next cell (but
not in this one) is actually in front.  Even worse, if you're doing CSG, 
that phony intersection can distort your entire precious CSG status tree!
The moral is not to be fooled just because you hit an object in a cell; 
check to be sure that the intersection itself is also within the cell.  

  How to find the bounding box of a quadric?  A really simple way is
to find the bounding box of the quadric in its canonical space, and
then transform the box into the object's position.  Fit a new bounding
box around the eight transformed corners of the original bounding box.
This will not make a very tight volume at all, (imagine a slanted,
tilted cylinder and its bounding box), but it's quick and dirty and 
I use it for getting code debugged and at least running.

  If you have a convex hull program, you can compute the hull for
concave polyhedra and use its bounding box; obviously you needn't
bother for convex polyhedra.  For parametric curved surfaces you can
try to find a polyhedral shell the is guaranteed to enclose the
surface; again you can find the shell's convex hull and then find
the extreme values along each co-ordinate.

  If your boxes don't have to be axis-aligned, then the problem changes
significantly.  Consider a sphere: an infinite number of equally-sized
boxes at different orientation will enclose the sphere minimally.  More
complicated shapes appear more formidable.  An O(n^3) algorithm for
non-aligned bounding boxes can be found in "Finding Minimal Enclosing
Boxes" by O'Rourke (International Journal of Computer and Information
Sciences, Vol 14, No 3, 1985, pp. 183-199).  

  Other approaches include traditional 3-d scan conversion, which I think
should be easily convertable into an adaptive octree environment.  Or you
can grab the bull by the horns and go for raw octree encoding, approximating
the surface with lots of little sugar cubes.  Then mark any cell in your
space subdivision tree that encloses (some or all of) any of these cubes.




 _ __                 ______                         _ __
' )  )                  /                           ' )  )
 /--' __.  __  ,     --/ __  __.  _. o ____  _,      /  / _  , , , _
/  \_(_/|_/ (_/_    (_/ / (_(_/|_(__<_/ / <_(_)_    /  (_</_(_(_/_/_)_
             /                               /|
            '                               |/

			"Light Makes Right"

			 March 26, 1988



Table of Contents:
	Intro, Eric Haines
	Mailing list changes and additions: Kuchkuda, Lorig, Rekola
	More on shadow testing, efficiency, etc., Jeff Goldsmith
	More comments on tight fitting octrees for quadrics, Jeff Goldsmith
	LINEAR-TIME VOXEL WALKING FOR OCTREES, Jim Arvo
	Efficiency Tricks, Eric Haines
	A Rendering Trick and a Puzzle, Eric Haines
	PECG correction, David Rogers

---------------------------------------------------------------

Well, NCGA was pretty uninspiring, as it rapidly becomes more and more PC
oriented. It was great to see people, though, and nice to escape the Ithaca
snow and rain.

As far as ray tracing goes, a few companies announced products.  The AT&T
Pixel Machine now has two rendering packages, PICLIB and RAYLIB (these may
be merged into one package someday - I would guess that separate development
efforts caused the split [any comments, Leonard?]).  With the addition of some
sort of VM capability, this machine becomes pretty astounding in its ray
tracing performance (in case you didn't get to SIGGRAPH last year, they had
a demo of moving by mouse a shiny ball on top of the mandrill texture map:
about a frame per second ray trace on a small part of the screen).  HP
announced its new graphics accelerator, the TurboSRX, and with it the eventual
availability of a ray tracing and (the first!) radiosity package as an extension
to their Starbase graphics library.  Ardent and their Dore' package were sadly
missing.  Apollo was also noticeable for their non-appearance.  Sun TAAC was
there, showing off some ray traced pictures but seemingly not planning to
release a ray tracer (the salesman claiming that whoever bought a TAAC would
simply write their own).  Stellar was there with their supercomputer
workstation - interesting, but no ray-tracing in sight.  Anyone else note
anything of ray-tracing (or other) interest?

-------------------------------------------------------------------------

Some mailing list changes and additions

Changed address:

# Roman Kuchkuda
# Megatek
alias	roman_kuchkuda \
	hpfcrs!hpfcla!hplabs!ucbvax!ucsd!megatek!kuchkuda@rutgers.edu


New people:

I saw Gray at NCGA and got his email address.  He worked on ray tracing at
RPI and is at Cray:

# Gray Lorig - volumetric data rendering, sci-vi, and parallel & vector
#	architectures.
# Cray Research, Inc.
# 1333 Northland Drive
# Mendota Heights, MN  55120
# (612)-681-3645
alias	gray_lorig	hpfcrs!hpfcla!hplabs!gray%rhea.CRAY.COM@uc.msc.umn.edu


By way of introduction, this from Erik Jansen:

    I visited the Helsinki University of Technology last week and found 
    there a lot of ray tracing activities going on. They are even reviving 
    their old EXCELL system (Markku Tamminen did a PhD work on a spatial 
    index based on an adaptive binary space subdivision in '81-'82, I met 
    him in '81 and '82 and we talked at these occasions about ray tracing 
    and spatial subdivision. In his PhD thesis (1982) there is a ray tracing 
    algorithm given for the EXCELL method (EXtendible CELL method).
    I decided to implement the algorithm for ray tracing polygon models.
    That implementation failed because I could only use our PDP-11 at that 
    time and I could have about ten cells in internal memory - too less
    for effective coherence. The program spend 95% of its time on swapping.
    So far the history).
    I told them about the RT-news and they are very interested to receive
    it. I will mail them (Charles Woodward, Panu Rekola, e.o.) your address,
    so that they can introduce themselves to the others.

#
# Panu Rekola - spline intersection, illumination models, textures
# Helsinki University of Technology
# Laboratory of Information Processing Science
# Room Y229A
# SF-02150 Espoo
# Finland
#	pre@kiuas.hut.fi	(or pre@hutcs.hut.fi)
alias	panu_rekola	hpfcrs!hpfcla!hpda!uunet!mcvax!hutcs!pre

Panu Rekola writes:

    I just received a message from Erik Jansen (Delft) in which he told
    me that you take care of a mailing list called "Ray Tracing News".
    (I already sent a message to Andrew Glassner on the same topic because
    Erik told me to contact him when he visited us some weeks ago.)
    Now, I would like to join the discussion; I promise to ask no stupid
    questions. I have previously worked here in a CAD project (where I wrote
    my MSc thesis on FEM elements) and since about a year I have been 
    responsible of our graphics. Even though my experience in the field is
    quite short I suppose I have learned a lot while all people want to see
    their models in color and with glass etc., visualization has been the
    bottleneck in our CAD projects.

    As an introduction to the critical members of the mailing list you
    could tell that I am a filter who read unstandard input from the models
    created by other people, manipulates the data with the normal graphics
    methods, and outpus images. The special features of our ray tracer are
    the EXCELL spatial directory (which has been optimized for ray tracing
    during the last few weeks), a new B-spline (and Bezier) algorithm,
    methods to display BR models with curved surfaces (even blend surfaces,
    although this part yet unfinished). The system will be semi-commercially
    used in a couple of companies soon (e.g. car and tableware industry).

------------------------------------------------------------------------

More on shadow testing, efficiency, etc. (followup to Ohta/Goldsmith
correspondence):

From Jeff Goldsmith:

    Sorry I haven't responded sooner, but movie-making has taken
    up all my time recently.  

    With respect to pre-sorting, etc.  It is important to note
    that the preprocessing time must be MUCH smaller than the 
    typical rendering time.  So far this has been true, and 
    even more so for animation.

    O(n) in my writing (explicitly in print) means linear in the
    number of objects in the scene.  Obviously, it is quite likely
    that the asymptotic time complexity (a.t.c.) of any ray tracing algorithm
    will be different for the number of rays.  Excluding ray coherence
    methods and hybrid z-buffer/ray tracing methods, the current
    a.t.c. is O(n) in the number of rays for ray tracing.  Actually, I
    think it is the same for these other methods because the hybrid
    methods just eliminate some of the rays from consideration and
    leave the rest to be just as hard and the coherence methods don't
    eliminate more than, say, 1/2 of the rays, I think.  In any event,
    for the a.t.c. to become sub-linear, there can be no such fraction,
    right?

    About space tracing: I think that I said that finding the 
    closest intersection is an O(log n) problem.  I agree, though,
    that that statement is not completely correct.  Bucket sort
    methods, for example, can reduce the a.t.c. below log n.  Also,
    global sort time (preprocessing) can distribute some of the
    computation across all rays, which can reduce the time complexity.
    What about the subdivide on the fly methods?  (e.g:
    Arvo and Kirk)  How do they fit in the scheme of things?
    I think your evaluation of the space tracing methods is correct,
    though the space complexity becomes important here, too.  Also,
    given a "full" space (like Fujimoto's demos,) the time complexity
    is smaller.  That leads to the question, "What if the time complexity
    of an algorithm depends on its input data?" Standard procedure is
    to evaluate "worst case" complexity, but we are probably interested
    in "average case" or more likely, "typical case."  Also, it would
    be worthwhile and interesting to understand which algorithms do
    better with which type of data.  We need to quantify this answer
    when trying to find good hybrid schemes.  (The next generation?)

    At SIGGRAPH '87 we had a round table and each answered the question,
    "what would you like to see happen to ray tracing in the next year."
    My choice was to see something proven about ray tracing.  It sounds
    like you are interested in that too.  Any takers?

--------------------------------------------------------------------

More comments on tight fitting octrees for quadrics
{followup to Ruud Waij's question last issue}

From Jeff Goldsmith:

	With respect to the conversation about octree testing, I've only
    done one try at that.  I just tested 9 points against the implicit
    representation of the surface.  (8 corners and the middle.)  I didn't
    use it for ray tracing (I even forget what for) but I suspect that 
    antialiasing will hide most errors generated that way.

	Jim Blinn came up with a clever way to do edges and minima/
    maxima of quadric surfaces using (surprise) homogeneous coordinates.
    I don't think there ever was a real paper out of it, but he published
    a tutorial paper in the Siggraph '84 tutorial notes on "The Mathematics
    of Computer Graphics."  That technique works for any quadric surface
    (cylinders aren't bounded, though) under any homogeneous transform
    (including perspective!)  He also talks about how to render these
    things using his method.  I tried it; it works great and is 
    incredibly fast.  I didn't implement many of his optimizations and
    can draw a texture mapped cylinder (no end caps) that fills the
    screen (512x512) on a VAX 780 in under a minute.

	As to how this applies to ray tracing, he gives a method for
    finding the silhouette of a quadric as well as minima and maxima.
    It allows for easy use of forward differencing, so should be fast
    enough to "render" quadrics into an octree.

	Bob Conley did a volume-oriented ray tracer for his thesis.
    I don't remember the details, but there'll be a long note about
    it that I'll pass on.  He mentions that his code can do index
    of refraction varying over position.  He uses a grid technique
    similar to Fujimoto's.   

---------------------------------------------------------------

From Jim Arvo:

    Just when you thought we had moved from octrees on to other things...
This just occurred to me yesterday. (Actually, that was several days ago.
This mail got bounced back to me twice now.  More e-mail gremlins I guess.)


LINEAR-TIME VOXEL WALKING FOR OCTREES
-------------------------------------

Here is a new way to attack the problem of "voxel walking" in octrees (at 
least I think it's new).  By voxel walking I mean identifying the successive
voxels along the path of a ray.  This is more for theoretical interest than
anything else, though the algorithm described below may actually be 
practical in some situations.  I make no claims about the practicality, 
however, and stick to theoretical time complexity for the most part.

For this discussion assume that we have recursively subdivided a cubical
volume of space into a collection of equal-sized voxels using a BSP tree
 -- i.e. each level imposes a single axis-orthogonal partitioning plane.  
The algorithm is much easier to describe using BSP trees, and from the point
of view of computational complexity, there is basically no difference 
between BSP trees and octrees.  Also, assuming that the subdivision has been
carried out to uniform depth throughout simplifies the discussion, but is by
no means a prerequisite.  This would defeat the whole purpose because we all
know how to efficiently walk the voxels along a ray in the context of 
uniform subdivision -- i.e. use a 3DDDA.

Assuming that the leaf nodes form an NxNxN array of voxels, any given ray 
will pierce at most O(N) voxels.  The actual bound is something like 3N,
but the point is that it's linear in N.  Now, suppose that we use a 
"re-traversal" technique to move from one voxel to the next along the ray.
That is, we create a point that is guaranteed to lie within the next voxel
and then traverse the hierarchy from the root node until we find the leaf
node, or voxel, containing this point.  This requires O( log N ) operations.
In real life this is quite insignificant, but here we are talking about the
actual time complexity.  Therefore, in the worst case situation of following
a ray through O( N ) voxels, the "re-traversal" scheme requires O( N log N )
operations just to do the "voxel walking."  Assuming that there is an upper
bound on the number of objects in any voxel (i.e. independent of N), this 
is also the worst case time complexity for intersecting a ray with the
environment.

In this note I propose a new "voxel walking" algorithm for octrees (call it
the "partitioning" algorithm for now) which has a worst case time complexity
of O( N ) under the conditions outlined above.  In the best case of finding
a hit "right away" (after O(1) voxels), both "re-traversal" and 
"partitioning" have a time complexity of O( log N ).  That is:

                    BEST CASE: O(1) voxels    WORST CASE: O(N) voxels
                    searched before a hit.    searched before a hit.
                  +---------------------------------------------------+
                  |                                                   |
  Re-traveral     |     O( log N )               O( N Log N )         |
                  |                                                   |
  Partitioning    |     O( log N )               O( N )               |
                  |                                                   |
                  +---------------------------------------------------+

The new algorithm proceeds by recursively partitioning the ray into little
line segments which intersect the leaf voxels.  The top-down nature of the 
recursive search ensures that partition nodes are only considered ONCE PER 
RAY.  In addition, the voxels will be visited in the correct order, thereby 
retaining the O( log N ) best case behavior.

Below is a pseudo code description of the "partitioning" algorithm.  It is
the routine for intersecting a ray with an environment which has been 
subdivided using a BSP tree.  Little things like checking to make sure
the intersection is within the appropriate interval have been omitted.
The input arguments to this routine are:

    Node : A BSP tree node which comes in two flavors -- a partition node 
           or a leaf node.  A partition node defines a plane and points to
           two child nodes which further partition the "positive" and 
           "negative" half-spaces.  A leaf node points to a list of 
           candidate objects.

    P    : The ray origin.  Actually, think of this as an endpoint of a 3D 
           line segment, since we are constraining the "ray" to be of finite
           length.

    D    : A unit vector indicating the ray direction.

    len  : The length of the "ray" -- or, more appropriately, the line 
           segment.  This is measured from the origin, P, along the 
           direction vector, D.

The function "Intersect" is initially passed the root node of the BSP tree,
the origin and direction of the ray, and a length, "len", indicating the 
maximum distance to intersections which are to be considered.  This starts
out being the distance to the far end of the original bounding cube.

============================================================================

FUNCTION Intersect( Node, P, D, len ) RETURNING "results of intersection"

    IF Node is NIL THEN RETURN( "no intersection" )

    IF Node is a leaf THEN BEGIN

        intersect ray (P,D) with objects in the candidate list

        RETURN( "the closest resulting intersection" )

        END IF

    dist := signed distance along ray (P,D) to plane defined by Node

    near := child of Node in half-space which contains P

    IF 0 < dist < len THEN BEGIN  /* the interval intersects the plane */

        hit_data := Intersect( near, P, D, dist )

        IF hit_data <> "no intersection" THEN RETURN( hit_data )

        Q := P + dist * D   /* 3D coords of point of intersection */

        far := child of Node in half-space which does NOT contain P

        RETURN( Intersect( far, Q, D, len - dist ) )

        END IF

    ELSE RETURN( Intersect( near, P, D, len ) ) 

    END

============================================================================

As the BSP tree is traversed, the line segments are chopped up by the
partitioning nodes.  The "shrinking" of the line segments is critical to 
ensure that only relevent branches of the tree will be traversed.

The actual encodings of the intersection data, the partitioning planes, and
the nodes of the tree are all irrelevant to this discussion.  These are 
"constant time" details.  Granted, they become exceedingly important when
considering whether the algorithm is really practial.  Let's save this
for later.

A naive (and incorrect) proof of the claim that the time complexity of this
algorithm is O(N) would go something like this:

    The voxel walking that we perform on behalf of a single ray is really
    just a search of a binary tree with voxels at the leaves.  Since each 
    node is only processed once, and since a binary tree with k leaves has
    k - 1 internal nodes, the total number of nodes which are processed in 
    the entire operation must be of the same order as the number of leaves.
    We know that there are O( N ) leaves.  Therefore, the time complexity 
    is O( N ).

But wait!  The tree that we search is not truly binary since many of the 
internal nodes have one NIL branch.  This happens when we discover that the 
entire current line segment is on one side of a partitioning plane and we
prune off the branch on the other side.  This is essential because there
are really N**3 leaves and we need to discard branches leading to all but 
O( N ) of them.  Thus, k leaves does not imply that there are only k - 1 
internal nodes.  The quention is, "Can there be more than O( k ) internal 
nodes?".

Suppose we were to pick N random voxels from the N**3 possible choices, then 
walk up the BSP tree marking all the nodes in the tree which eventually lead
to these N leaves.  Let's call this the subtree "generated" by the original
N voxels.  Clearly this is a tree and it's uniquely determined by the leaves.
A very simple argument shows that the generated subtree can have as many as 
2 * ( N - 1 ) * log N nodes.  This puts us right back where we started from,
with a time complexity of O( N log N ), even if we visit these nodes only 
once.  This makes sense, because the "re-traversal" method, which is also 
O( N log N ), treats the nodes as though they were unrelated.  That is, it 
does not take advantage of the fact that paths leading to neighboring 
voxels are likely to be almost identical, diverging only very near the 
leaves.  Therefore, if the "partitioning" scheme really does visit only 
O( N ) nodes, it does so because the voxels along a ray are far from random.
It must implicitly take advantage of the fact that the voxels are much more
likely to be brothers than distant cousins.

This is in fact the case.  To prove it I found that all I needed to assume 
about the voxels was connectedness -- provided I made some assumptions
about the "niceness" of the BSP tree.  To give a careful proof of this is
very tedious, so I'll just outline the strategy (which I *think* is 
correct).  But first let's define a couple of convenient terms:

1)  Two voxels are "connected" (actually "26-connected") if they meet at a 
    face, an edge, or a corner.  We will say that a collection of voxels is
    connected if there is a path of connected voxels between any two of them.

2)  A "regular" BSP tree is one in which each axis-orthogonal partition 
    divides the parent volume in half, and the partitions cycle: X, Y, Z, X,
    Y, Z, etc. (Actually, we can weaken both of these requirements 
    considerably and still make the proof work.  If we're dealing with 
    "standard" octrees, the regularity is automatic.)

Here is a sequence of little theorems which leads to the main result:

    THEOREM 1:  A ray pierces O(N) voxels.

    THEOREM 2:  The voxels pierced by a ray form a connected set.

    THEOREM 3:  Given a collection of voxels defined by a "regular" BSP 
                tree, any connected subset of K voxels generates a unique 
                subtree with O( K ) nodes.

    THEOREM 4:  The "partitioning" algorithm visits exactly the nodes of 
                the subtree generated by the voxels pierced by a ray.  
                Furthermore, each of these nodes is visited exaclty once 
                per ray.

    THEOREM 5:  The "partitioning" algorithm has a worst case complexity 
                of O( N ) for walking the voxels pierced by a ray.

Theorems 1 and 2 are trivial.  With the exception of the "uniqueness" part, 
theorem 3 is a little tricky to prove.  I found that if I completely removed
either of the "regularity" properties of the BSP tree (as opposed to just
weakening them), I could construct a counterexample.  I think that 
theorem 3 is true as stated, but I don't like my "proof" yet.  I'm looking 
for an easy and intuitive proof.  Theorem 4 is not hard to prove at all.  
All the facts become fairly clear if you see what the algorithm is doing.  
Finally, theorem 5, the main result, follows immediately from theorems 1 
through 4.


SOME PRACTICAL MATTERS:

Since log N is typically going to be very small -- bounded by 10, say -- 
this whole discussion may be purely academic.  However, just for the heck 
of it, I'll mention some things which could make this a (maybe) 
competative algorithm for real-life situations (in as much as ray tracing 
can ever be considered to be "real life").

First of all, it would probably be advisable to avoid recursive procedure
calls in the "inner loop" of a voxel walker.  This means maintaining an 
explicit stack.  At the very least one should "longjump" out of the 
recursion once an intersection is found.

The calculation of "dist" is very simple for axis-orthogonal planes, 
consisting of a subtract and a multiply (assuming that the reciprocals of 
the direction components are computed once up front, before the recursion 
begins).

A nice thing which falls out for free is that arbitrary partitioning 
planes can be used if desired.  The only penalty is a more costly distance
calculation.  The rest of the algorithm works without modification.  There 
may be some situations in which this extra cost is justified.

Sigh.  This turned out to be much longer than I had planned...

>>>>>> A followup message:

Here is a slightly improved version of the algorithm in my previous mail.
It turns out that you never need to explicitly compute the points of 
intersection with the partitioning planes.  This makes it a little more
attractive. 

                                                                 -- Jim


FUNCTION BSP_Intersect( Ray, Node, min, max ) RETURNING "intersection results"

BEGIN

    IF Node is NIL THEN RETURN( "no intersection" )

    IF Node is a leaf THEN BEGIN  /* Do the real intersection checking */

        intersect Ray with each object in the candidate 
        list discarding those farther away than "max." 

        RETURN( "the closest resulting intersection" )

        END IF

    dist := signed distance along Ray to plane defined by Node

    near := child of Node for half-space containing the origin of Ray

    far  := the "other" child of Node -- i.e. not equal to near.

    IF dist > max OR dist < 0 THEN  /* Whole interval is on near side. */

        RETURN( BSP_Intersect( Ray, near, min, max ) )

    ELSE IF dist < min THEN  /* Whole interval is on far side. */

        RETURN( BSP_Intersect( Ray, far , min, max ) )

    ELSE BEGIN  /* the interval intersects the plane */

        hit_data := BSP_Intersect( Ray, near, min, dist ) /* Test near side */

        IF hit_data indicates that there was a hit THEN RETURN( hit_data )

        RETURN( BSP_Intersect( Ray, far, dist, max ) )  /* Test far side. */

        END IF

    END


------------------------------------------------------------------------

Some people turn out to be on the e-mail mailing list but not the hardcopy
list for the RT News.  In case you don't get the RT News in hardcopy form, I'm
including the Efficiency Tricks article & the puzzle from it in this issue.


Efficiency Tricks, by Eric Haines
---------------------------------

Given a ray-tracer which has some basic efficiency scheme in use, how can we
make it faster?  Some of my tricks are below - what are yours?

[HBV stands for Hierarchical Bounding Volumes]

Speed-up #1:  [HBV and probably Octree] Keep track of the closest intersection
distance.  Whenever a primitive (i.e. something that exists - not a bounding
volume) is hit, keep its distance as the maximum distance to search.  During
further intersection testing use this distance to cut short the intersection
calculations.

Speed-up #2:  [HBV and possibly Octree] When building the ray tree, keep the
ray-tree around which was previously built.  For each ray-tree node, intersect
the object in the old ray tree, then proceed to intersect the new ray tree.
By intersecting the old object first you can usually obtain a maximum distance
immediately, which can then be used to aid Speed-up #1.

Speed-up #3:  When shadow testing, keep the opaque object (if any) which
shadowed each light for each ray-tree node.  Try these objects immediately
during the next shadow testing at that ray-tree node.  Odds are that whatever
shadowed your last intersection point will shadow again.  If the object is hit
you can immediately stop testing because the light is not seen.

Speed-up #4:  When shadow testing, save transparent objects for later
intersection.  Only if no opaque object is hit should the transparent objects
be tested.

Speed-up #5:  Don't calculate the normal for each intersection.  Get the
normal only after all intersection calculations are done and the closest object
for each node is know: after all, each ray can have only one intersection point
and one normal.  (Saving intermediate results is recommended for some
intersection calculations.)

Speed-up #6:  [HBV only] When shooting rays from a surface (e.g. reflection,
refraction, or shadow rays), get the initial list of objects to intersect
from the bounding volume hierarchy.  For example, a ray beginning on a sphere
must hit the sphere's bounding volume, so include all other objects in this
bounding volume in the immediate test list.  The bounding volume which
is the father of the sphere's bounding volume must also automatically be hit,
and its other sons should automatically be added to the test list, and so on
up the object tree.  Note also that this list can be calculated once for any
object, and so could be created and kept around under a least-recently-used
storage scheme.

------------------------------------------

A Rendering Trick and a Puzzle, by Eric Haines
----------------------------------------------

One common trick is to put a light at the eye to do better ambient lighting.
Normally if a surface is lit by only ambient light, its shading is pretty
crummy.  For example, a non-reflective cube totally in shadow will have all of
its faces shaded the exact same shade - very unrealistic.  The light at the eye
gives the cube definition.  Note that a light at the eye does not need shadow
testing - wherever the eye can see, the light can see, and vice versa.

The puzzle:  Actually, I lied.  This technique can cause a subtle error.  Do you
know what shading error the above technique would cause? [hint: assume the Hall
model is used for shading].

---------------------------------------------------------------------------

USENET roundup:

Other than a hilarious set of messages begun when Paul Heckbert's Jell-O (TM)
article was posted to USENET, and the perennial question "How do I find if a
point is inside a polygon?", not much of interest.  However, I did get a copy
of the errata in _Procedural Elements for Computer Graphics_ from David Rogers.

I updated my edition (the Second) with these corrections, which was generally
a time drain: my advice is to keep the errata sheets in this edition, checking
them only if you are planning to use an algorithm.  However, the third edition
corrections are mercifully short.


From: "David F. Rogers" <rochester!harvard!USNA.MIL!dfr@cornell.UUCP>
From:     David F. Rogers  <dfr@USNA.MIL>
Subject:  PECG correction
Date:     Thu, 10 Mar 88 13:21:11 EST

Correction list for PECG  2/26/86
David F. Rogers

There have been 3 printings of this book to date.
The 3rd printing occurred in approximately March 85.

To see if you have the 3rd printing look on page 386,
3rd line down and see if the word magenta is spelled
correctly.  If it is, you have the 3rd printing. If not, then
you have the 2nd or 1st printing.

To see if you have the 2nd printing look on page 90.  If
the 15th printed line in the algorithm is

  while Pixel(x,y) <> Boundary value

you have the 2nd printing.  If not you have the 1st printing.

Please send any additional corrections to me at

Professor David F. Rogers
Aerospace Engineering Department
United States Naval Academy
Annapolis, Maryland 21402

uucp:decvax!brl-bmd!usna!dfr
arpa:dfr@usna
_____________________________________________________________

Known corrections to the third printing:

Page	Para./Eq.	Line	Was		Should be

72	2		11	(5,5)		(5,1)
82	1 example	4	(8,5)		delete
100	5th equation		upper limit on integral should be 2
				vice 1
143	Fig. 3-14		yes branch of t < 0 and t > 1 decision blocks
				should extend down to Exit-line invisible
144	Cyrus-Beck
	algorithm	7	then 3		then 4
			11	then 3		then 4

145	Table 3-7	1	value for w
				[2 1]		[-2 1]

147	1st eq. 	23	V sub e sub x j V sub e sub y j
______________________________________________________________

Known corrections to the second printing:  (above plus)

text:

19	2		5	Britian 	Britain
36	Eq. 3		10	replace 2nd + with =
47	4		6	delta' > 0      delta'< = 0
82	1		6	set		complement
99	1		6	multipled	multiplied
100	1		6	Fig. 2-50a	Fig. 2-57a
100	1		8	Fig. 2-50b	Fig. 2-57b
122	write for new page
186	2		6	Fig. 3-37a	Fig. 3-38a
186	2		9	Fig. 3-38	Fig. 3-38b
187	Ref. 3-5		to appear	Vol. 3, pp. 1-23, 1984
194	Eq. 1			xn +		xn -
224	14 lines from bottom	t = 1/4 	t = 3/4
329	last eq.		-0.04		-0.13
	next to last eq.	-0.04 twice	-0.13 twice
	3rd from bottom 	0.14		-0.14
330	1st eq. 		-0.09		-0.14
	2nd eq. 		-0.09		-0.14
	3rd eq. 		-0.17		-0.27
	4th eq. 		0.36		0.30
				5.25		4.65
	last eq.		5.25		4.65
332			4	beta <		beta >
			6	beta <		beta >
355	2nd eq. 		w = s(u,w)	w = s(theta,phi)
385	2		5	magneta 	magenta
386			3	magneta 	magenta

algorithms: (send self-addressed long stamped envelope for xeroxed
	     corrections)

97	Bresenham	1	insert words  first quadrant  after modified
			10	remove ()
			12	1/2		I/2
			14	delta x 	x sub 2

117	Explicit	18	Icount = 0	delete
	clipping
			18	insert		m = Large
120			9	P'2             P'1
			12	insert after	Icount = 0
				end if
			13	insert after	1 if Icount <> 0 then
				neither end	   P' = P0
			14			removed statement label 1
			15	>=		>
			17			delete
			18			delete
			43	y>		yT>

122-124 Sutherland-	write for new pages
	Cohen

128	midpoint	4	insert after	initialize i
						i = 1
129			6	i = 1		delete
			6	insert		save original p1
						Temp = P1
			8	i = 2		i > 2
			11,12	save original.. delete
				Temp = P1
			14	add statement label 2
130			19-22	delete
			24	i = 2		i = i + 1
			29	<>		<> 0
			33	P1		P

143			3	wdotn		Wdotn
144			20	>=		>

176	Sutherland-	1	then 5		then 4
	Hodgman
177			9	4 x 4		2 x 2

198	floating	21,22	x,y		Xprev,Yprev
	horizon
199			4	Lower		Upper
200			11-19	rewrite as
				if y < Upper(x) and y > Lower(x) then Cflag = 0
				if y> = Upper(x) then Cflag = 1
				if y< = Lower(x) then Cflag = -1
			29	delete
			31	Xinc		(x2-x1)
			36	step Xinc	step 1
201			4	delete
			6	Xinc = 0       (x2-x1) = 0
			12	Y1 -		Y1 + Slope -
			12	insert after	Csign = Ysign
			13	Yi = Y1 	Yi = Y1 + Slope
			13	insert after	Xi = X1 + 1
			14-end	rewrite as	while(Csign = Ysign)
						   Yi = Yi + Slope
						    Xi = Xi + 1
						    Csign = Sign(Yi - Array(Xi))
						end while
						select nearest integer value
						if |Yi -Slope -Array(Xi - 1)| <=
						  |Yi - Array(Xi)| then
						    Yi = Yi - Slope
						    Xi = Xi -1
						end if
					     end if
					 return

258	subroutine Compute	N		i

402	HSV to Rgb	12	insert after	end if
			25	end if		delete

404	HLS to RGB	2	M1 = L*(1 - S)	M2 = L*(1 + S)
			4	M1		M2
			6	M2 = 2*L - M1	M1 = 2*L - M2
			10-12	=1		=L
			18	H		H + 120
			19	Value + 120	Value
			22	H		H - 120
			23	Value - 120	Value

405	RGB to HLS	22	M1 + M2 	M1 - M2

figures:

77	Fig. 2-39a		interchange Edge labels for scanlines 5 & 6
	Fig. 2-39b		interchange information for lists 1 & 3, 2 & 4

96	Fig. 2-57a,b		y sub i + 1	y sub(i+1)

99	Fig. 2-59		abcissa of lowest plot should be xi vice x

118	Fig. 3-4		first initialization block - add m = Large
				add F entry point just above IFLAG = -1
				decision block
119				to both IFLAG=-1 blocks add exit points to F

125	Fig. 3-5		line f - interchange Pm1 & Pm2

128	Fig. 3-6a		add initialization block immediately after Start
				initialize i, i=1

				immediately below new initialization block add
				entry point C

				in Look for the farthest vissible point from P1
				block - delete i=1

				in decision block i = 2 - change to i > 2

129	Fig. 3-6b		move return to below Save P1 , T = P1 block

				remove Switch end point codes block

				in Reset counter block replace i=2 with i=i + 1

180	Fig. 3-34b		Reverse direction of arrows of box surrounding
				word Start.

330	Fig. 5-16a		add P where rays meet surface

374	Fig. 5-42		delete unlabelled third exit from decision
				box r ray?

377	Fig. 5-44		in lowest box I=I+I sub(l (sub j)) replace
				S with S sub(j)
_________________________________________________________________________

Known corrections to the first printing:

90,91	scan line seed		write for xeroxed corrections
	fill algorithm
________________________________________________________________________
END OF RTNEWS