Ray Tracing with Bounding Volume Hierarchies

Ray Tracing with Bounding Volume Hierarchies

Ray Tracing with Bounding Volume Hierarchies

Ray Tracing with Bounding Volume Hierarchies

Organization:

UC San Diego

Organization:

UC San Diego

Organization:

UC San Diego

Duration:

Jan 2023 - Mar 2023

Duration:

Jan 2023 - Mar 2023

Duration:

Jan 2023 - Mar 2023

Ray Tracing
BVH
Phong Shading Model
Blinn-Phong Lighting Model
C++
Object-Oriented Design
OpenGL
GLSL
Ray Tracing with Bounding Volume Hierarchies

Overview

  • Constructed classes for geometries, light, ray, camera, scene, etc. using polymorphism and encapsulation in C++

  • Managed to transform ray from camera frame to world frame; compute ray-object intersection; and render each pixel by finding the color of the hit object, considering attenuation, shadows, ambient, diffuse, recursive specular, and refraction

  • Implemented the Bounding Volume Hierarchy (BVH) acceleration structure that can successfully reduce the rendering time to logarithmic in the number of objects

Ray Tracing
BVH
Phong Shading Model
Blinn-Phong Lighting Model
C++
Object-Oriented Design
OpenGL
GLSL
Ray Tracing with Bounding Volume Hierarchies

Overview

  • Constructed classes for geometries, light, ray, camera, scene, etc. using polymorphism and encapsulation in C++

  • Managed to transform ray from camera frame to world frame; compute ray-object intersection; and render each pixel by finding the color of the hit object, considering attenuation, shadows, ambient, diffuse, recursive specular, and refraction

  • Implemented the Bounding Volume Hierarchy (BVH) acceleration structure that can successfully reduce the rendering time to logarithmic in the number of objects

Ray Tracing
BVH
Phong Shading Model
Blinn-Phong Lighting Model
C++
Object-Oriented Design
OpenGL
GLSL
Ray Tracing with Bounding Volume Hierarchies

Overview

  • Constructed classes for geometries, light, ray, camera, scene, etc. using polymorphism and encapsulation in C++

  • Managed to transform ray from camera frame to world frame; compute ray-object intersection; and render each pixel by finding the color of the hit object, considering attenuation, shadows, ambient, diffuse, recursive specular, and refraction

  • Implemented the Bounding Volume Hierarchy (BVH) acceleration structure that can successfully reduce the rendering time to logarithmic in the number of objects

Ray Tracing
BVH
Phong Shading Model
Blinn-Phong Lighting Model
C++
Object-Oriented Design
OpenGL
GLSL
Ray Tracing with Bounding Volume Hierarchies

Overview

  • Constructed classes for geometries, light, ray, camera, scene, etc. using polymorphism and encapsulation in C++

  • Managed to transform ray from camera frame to world frame; compute ray-object intersection; and render each pixel by finding the color of the hit object, considering attenuation, shadows, ambient, diffuse, recursive specular, and refraction

  • Implemented the Bounding Volume Hierarchy (BVH) acceleration structure that can successfully reduce the rendering time to logarithmic in the number of objects

Let's Talk

Let's Talk

Let's Talk

Let's Talk