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Optimizacija sledenja žarkom z uporabo hierarhije očrtanih okvirjev
ID Gabrijelčič, Simon (Author), ID Zalar, Aljaž (Mentor) More about this mentor... This link opens in a new window

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Abstract
V računalniški grafiki vedno stremimo k hitrejšemu in natančnejšemu izrisu. Najbolj natančen način izrisa je neposredna simulacija, imenovana sledenje žarkom. Ta metoda je matematično zanimiva, vendar je izjemno počasna. Zato je v diplomski nalogi predstavljeno sledenje žarkom z vidika hitrosti. Najprej predstavimo objekte v trikotniški predstavitvi, nato pa štiri optimizacije hitrosti. Prva izkorišča trikotniško predstavitev objekta za hiter izračun preseka žarka s trikotnikom. Pri preostalih treh uvedemo hierarhijo očrtanih okvirjev. Prva dva načina – hierarhija na sceni in hierarhija na objektih – sta znana, tretji – razbijanje objektov – pa je prispevek te naloge. Ugotovimo, da so vse tri oblike hierarhije učinkovite v razlčnih situacijah.

Language:Slovenian
Keywords:sledenje žarkom, hierarhija očrtanih okvirjev, osno poravnani očrtani okvir
Work type:Bachelor thesis/paper
Organization:FRI - Faculty of Computer and Information Science
Year:2026
PID:20.500.12556/RUL-182261 This link opens in a new window
Publication date in RUL:05.05.2026
Views:14
Downloads:1
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Secondary language

Language:English
Title:Optimization of Ray Tracing Using Bounding Volume Hierarchies
Abstract:
In computer graphics, we always seek the fastest and most accurate rendering. The most accurate way to render a scene is through direct simulation, known as ray tracing. This method is mathematically interesting, but it is also extremely slow, which presents ongoing challenges. Therefore, in this thesis, we examine ray tracing from the perspective of time requirements. We represent objects using triangles and then introduce four speed optimizations. The first takes advantage of the triangular representation to quickly compute ray-triangle intersections. For the remaining three, we implement a bounding volume hierarchy. The first two approaches – a hierarchy over the entire scene and a hierarchy within each object – are established methods, while the third – dividing objects using clustering – is the contribution of this thesis. We find that each method of constructing a hierarchy is useful in different situations.

Keywords:raytracing, bounding volume hierarchy, axis-aligned bounding box

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