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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorVangorp, P.
dc.contributor.authorKralingen, Athos van
dc.date.accessioned2024-02-15T15:07:06Z
dc.date.available2024-02-15T15:07:06Z
dc.date.issued2024
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/46026
dc.description.abstractIn this thesis, alternatives to the greedily applied Surface Area Heuristics for BVH construction for ray tracing are explored. Non-greedy evaluation is used for measuring the impact of greedy evaluation methods and other heuristics are evaluated to see the ray tracing impact separately by ray distribution and scene. Greedy construction for random scenes shows linear growth in impact compared to non-greedy construction, but minimal impact for scenes with more structured primitives. Alternatives to the Surface Area Heuristic itself show improved ray tracing performance in given scenes, but on average, SAH still is found to be one of the better alternatives. It is found that if the heuristic can be fitted to the scene, better alternatives to SAH exist.
dc.description.sponsorshipUtrecht University
dc.language.isoEN
dc.subjectRay tracing requires intersection tests between high number of rays and primitives. Acceleration structures such as Bounding Volume Hierarchies can be used to reduce these intersection tests. Construction algorithms for Bounding Volume Hierarchies commonly use the Surface Area Heuristic, but this is not always optimal. This thesis explores alternatives.
dc.titleAssessing Alternatives to the Surface Area Heuristic for Bounding Volume Hierarchy Construction
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsBVH; ray tracing; bounding-volume-hierarchy; surface-area-heuristic; SAH; acceleration structures
dc.subject.courseuuGame and Media Technology
dc.thesis.id23408


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