Acceleration of Ray-Casting for CSG scenes
| Thesis title in Czech: | Acceleration of Ray-Casting for CSG scenes |
|---|---|
| Thesis title in English: | Acceleration of Ray-Casting for CSG scenes |
| Key words: | Ray-casting acceleration, KD-tree, CSG scenes |
| English key words: | Ray-casting acceleration, KD-tree, CSG scenes |
| Academic year of topic announcement: | 2011/2012 |
| Thesis type: | diploma thesis |
| Thesis language: | angličtina |
| Department: | Department of Software and Computer Science Education (32-KSVI) |
| Supervisor: | prof. Dr. techn. Alexander Wilkie |
| Author: | hidden - assigned and confirmed by the Study Dept. |
| Date of registration: | 31.03.2012 |
| Date of assignment: | 31.03.2012 |
| Confirmed by Study dept. on: | 13.04.2012 |
| Date and time of defence: | 28.05.2012 09:30 |
| Date of electronic submission: | 13.04.2012 |
| Date of submission of printed version: | 13.04.2012 |
| Date of proceeded defence: | 28.05.2012 |
| Opponents: | doc. Ing. Jaroslav Křivánek, Ph.D. |
| Guidelines |
| Ray-casting acceleration methods are usually applied after scenes had their objects tessellated to form triangle meshes. In this way, scenes that typically consist of few high-level objects are tesselated into large numbers of polygons. This is advantageous insofar as reducing all ray-casting operations to triangle intersections simplifies the rendering code. On the other hand, raycasting complexity is directly dependent on the number of objects in a scene, so the increase in primitive count can be detrimental to rendering speed.
The thesis investigates the implementation of modern ray-casting acceleration methods directly on CSG scenes. The working hypothesis is that the huge reduction in object numbers could pay off in terms of overall rendering speed. |
| References |
| Wald et al.: State of the art in ray tracing animated scenes. Eurographics 2007 State of the Art Reports (2007) |
| Preliminary scope of work |
| V práci je zpracován pokus o implementaci metod pro
zrychlení ray-castingu v CSG scénách. Jelikož CSG scény obsahují řádově méně objektů než standardní trojúhelníkové scény jejich efektivní ray-casting má potenciál pro zrychlení renderování obrazu. |
| Preliminary scope of work in English |
| Ray-casting acceleration methods are usually applied after scenes had their objects tessellated to form triangle meshes. In this way, scenes that typically consist of few high-level objects are tesselated into large numbers of polygons. This is advantageous insofar as reducing all ray-casting operations to triangle intersections simplifies the rendering code. On the other hand, raycasting complexity is directly dependent on the number of objects in a scene, so the increase in primitive count can be detrimental to rendering speed.
The thesis investigates the implementation of modern ray-casting acceleration methods directly on CSG scenes. The working hypothesis is that the huge reduction in object numbers could pay off in terms of overall rendering speed. |
- assigned and confirmed by the Study Dept.