Ray Tracing
A way to [see page 3, simulate] the lighting in a room by projecting rays from the eye-holder which bounce between different objects/materials until they meet with a light- source.
Optimisations
We've explored several intersection algorithms:
But all of these involve a lot of calculations and are difficult to [see page 14, scale]. Various optimisation techniques include:
- [see page 16, First hit speed up] - Use zbuffer to determine closet object to a pixel and then ray-trace from that point on that object (speeds up the first look up).
- Adaptive Tree Depth Control
- Screen Extents
- Bounding Volumes
- Spatial Partitioning
See [see page 29, bounding-volumes vs. spatial-partitioning].