In computer graphics, we use specific data structures to accelerate the search of intersections between rays and the 3D models that make up scenes (Ray tracing). Over the years, numerous techniques have been developed to accelerate both the computation of ray casts, but also the build times of the acceleration structure itself, a factor that becomes important in real-time applications. In this thesis, we will discuss the theory behind such structures and explore the consequent prior work on the topic. Beyond merely doing a comparative study, we will provide insight into the performance factors behind the real-world performance of such structures.
|la date de réponse||4 sept. 2020|
|Superviseur||Bruno Dumas (Promoteur)|