dc.contributor.author |
Beick, Kevin |
|
dc.date.accessioned |
2015-08-10T18:55:23Z |
|
dc.date.available |
2015-08-10T18:55:23Z |
|
dc.date.issued |
2014-12 |
|
dc.identifier.uri |
http://hdl.handle.net/1794/19075 |
|
dc.description |
39 pages. A thesis presented to the Department of Computer and Information Science and the Clark Honors College of the University of Oregon in partial fulfillment of the requirements for degree of Bachelor of Arts, Fall 2014. |
en_US |
dc.description.abstract |
A Bounding Volume Hierarchy — a type of informational data structure commonly used in computer graphics — is a popular means of accelerating the ray tracing algorithm used to render 3D images. There are many possible variations to consider when implementing a BVH for a particular ray tracing project. The goal of this thesis is to gain an understanding of how a few of the most significant design decisions affect a BVH’s performance. To gain a thorough understanding of the internal mechanics of BVHs, I wrote and assembled my own codebase that records runtime metrics during the execution of the ray tracing algorithm. |
en_US |
dc.language.iso |
en_US |
en_US |
dc.publisher |
University of Oregon |
en_US |
dc.rights |
Creative Commons BY-NC-ND 4.0-US |
en_US |
dc.subject |
Computer graphics |
en_US |
dc.subject |
Ray tracing |
en_US |
dc.subject |
Bounding volume |
en_US |
dc.subject |
Image rendering |
en_US |
dc.subject |
Graphics |
en_US |
dc.subject |
Tree structure |
en_US |
dc.subject |
Collision detection |
en_US |
dc.title |
Analyzing Performance of Bounding Volume Hierarchies for Ray Tracing |
en_US |
dc.type |
Thesis / Dissertation |
en_US |