CS 636 - Advanced Rendering Techniques

Assignment 3

Add one of the following acceleration techniques to your ray tracer.

The partitions of the spatial subdivision and the leaf nodes of the data structure should contain a small number of triangles when storing meshes.
This number should be a tuneable parameter.

You should put bounding boxes around each of the objects in your scene.
The triangles in your polygonal objects should be distributed into your acceleration data structure. I.e. you need to do more than just put a bounding box around your objects (bunny, frog, teddy bear, etc.) to accelerate your calculations.

Be sure to save a working version of your code before making this change!

Generate two Phong-shaded images of the same scene that contain at least four spheres, three non-box triangle meshes and one white light - one image with your acceleration technique and one without.
The two images should be exactly the same.

Initially create a high-resolution image (at least 1024x1024), and use the pixel averaging algorithm from class to create an "anti-aliased" smaller image.

Post your anti-aliased images (in TIFF or PNG format) in their native resolution (i.e. don't set their size in html) on a web site with the associated computation times.

Upload your software to Bb Learn.

Tell me which acceleration technique that you used and which source file(s) contain(s) most of the code that implements it. Also point me to the code that calls your ray-BVH/octree intersection routine.
Direct me to the exact functions and lines in the files.

E-mail the URL of the web site to david AT cs DOT drexel DOT edu and upload your software before the deadline.

You can find SMF triangle mesh models here.

Last modified on May 4, 2022.