
 
our implementation performance is competitive 
compared to that of other single-CPU 
implementations. 
Apart from performance aspects, we consider as 
well rendering quality. Despite the discrete nature of 
the surface representation, rendering quality is quite 
high. Artifacts where visible along the silhouette are 
due primarily to the multisampling code that we use 
in our program, rather than due to the representation 
or the algorithm that we use. Figure 8 shows 2 
images of the dragon model, one with LoD on and 
the other off. 
Figure 8: Rendering with and without LoD. 
4 CONCLUSION 
We have discussed a framework for ray tracing of 
point-based geometry. The framework addresses two 
issues: how to intersect a ray with a point set, and 
how to accelerate the ray-object search. Our solution 
is simple to implement, as it requires neither 
conversion to implicit surfaces nor tracing of non-
simple ray. Further, it shows a performance 
competitive with that of other point-set ray tracer, 
and produces images with acceptable ray-traced 
quality. 
Of course, more work remains to be done to 
strengthen the research presented in this paper. We 
would like to do more analysis on the optimizations 
that we have presented in this paper. One particular 
question we would like to have answered is: how to 
determine the level in the hierarchy starting from 
which we should use sphere-shape bounding volume 
(rather than box-shape volume). We would also like 
to investigate ways to improve memory usage and 
memory cache performance, and to investigate 
alternative ways, apart from looking at projected 
sphere size, to decide on whether or not to recurse 
further in the ray traversal of the hierarchy structure.  
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