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Aliasing and Anti-Aliasing
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Ray Tracing
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Texture Mapping
Bounding Boxes, Spatial Subdivision
Ray tracing is slow
Ray intersect object is often expensive
Improve speed two ways
Reduce the cost of ray intersect object
Intersect ray with fewer objects
Bounding Boxes
:
Idea: Place a bounding box around each object
Only compute ray intersect object if the ray intersects the bounding box
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If box aligned with coordinate axes, ray intersect box is very cheap
Be careful with CSG/Hierarchical
Can also use bounding spheres
Most useful when ray intersect object is VERY expensive
Example: polygonal object with lots of facets
Construction of good bounding box can be difficult
Spatial Subdivision
:
Idea: Divide space in to subregions
Place objects from scene in to appropriate subregions
When tracing ray, only intersect with objects in sub-regions through which the ray passes
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Useful when lots of small objects in scene
Determining subdivision is difficult
CS488/688: Introduction to Interactive Computer Graphics
University of Waterloo
Computer Graphics Lab
cs488@cgl.uwaterloo.ca