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Build a C++ ray tracer
·
Module 10
Acceleration with Bounding Volume Hierarchies
1
Acceleration Structures for Efficient Rendering
Explain why acceleration structures are essential for rendering complex scenes.
2
Implementing an AABB Primitive
Implement an axis-aligned bounding box (AABB) primitive.
3
Fast Ray-AABB Intersection
Implement a function for fast ray-AABB intersection testing.
4
Building BVHs by Recursive Scene Subdivision
Construct a bounding volume hierarchy (BVH) by recursively subdividing scene geometry.
5
Optimized Ray-Object Intersection with BVH Traversal
Traverse the BVH to efficiently find ray-object intersections.
6
Benchmarking BVH Acceleration
Compare render times with and without BVH acceleration to measure performance gain.
Previous module
Triangle Mesh Geometry
Next module
Path Tracing and Global Illumination