Advanced Computer Graphics Lecture 4: Faster Ray Tracing

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Table of Contents

Advanced Computer Graphics Lecture 4: Faster Ray Tracing

Administrivia

Recap

Recap

Recap

Recap

Recap

Bounding Volumes

Bounding Volumes

Bounding Volumes

Bounding Volumes

Bounding Volumes

Intermission: Parallel Close Proximity

Parallel Close Proximity

Parallel Close Proximity: Convergence

PPT Slide

Parallel Close Proximity: Convergence

PPT Slide

Parallel Close Proximity: Convergence

PPT Slide

PPT Slide

Parallel Close Proximity: Asymptotic Performance

OBBs asymptotically outperform AABBs and spheres

Bounding Volumes

Bounding Volume Hierarchies

Spatial Partitioning

Spatial Partitioning

Uniform Grid

Octree

k-D Trees

BSP Trees

Ray Space Subdivision

Reordering Ray Intersection Tests

Caching Ray Hits

Memory-Coherent Ray Tracing

Optimizing Ray Intersection Tests

Speedup Techniques

Shoot Fewer Rays

Shoot Fewer Rays

Author: David Luebke

Email: luebke@cs.virginia.edu

Home Page: http://www.cs.virginia.edu/~luebke

Other information:
Lecture 2: Basic Ray Tracing CS 551: Advanced Computer Graphics David Luebke, UVA

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