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

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 

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 

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 

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 

