Year

1991

Paper Type

Master's Thesis

College

College of Computing, Engineering & Construction

Degree Name

Master of Science in Computer and Information Sciences (MS)

Department

Computing

Abstract

The technique of rendering a scene using the method of ray-tracing is known to produce excellent graphic quality, but is also generally computationally expensive. Most of this computation involves determining intersections between objects in the scene and ray projections. Previous work to reduce this expense has been directed towards ray oriented optimization techniques. This paper presents a different approach, one that bases pre-computation on the characteristics of the scene itself, making the results independent of the position of the observer. This means that the results of one pre-computation run can be applied to renderings of the scene from multiple view points. Using this method on a scene of random triangular planar patches, impressive reductions in the number of intersection computations was realized, along with significant, reductions in the time required to render the scene.

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