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Thesis details
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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.
 
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