assignment_4

Assignment_4 - 6.837 Introduction to Computer Graphics Assignment 4 Grid Acceleration Due Wednesday at 11:59pm This week you will make your ray

Info iconThis preview shows pages 1–3. Sign up to view the full content.

View Full Document Right Arrow Icon
6.837 Introduction to Computer Graphics Assignment 4: Grid Acceleration Due Wednesday October 15, 2003 at 11:59pm This week, you will make your ray tracer faster using a spatial-acceleration data structure. You will implement grid acceleration, using fast ray marching. To convince yourself of the efficiency of your acceleration, you will analyze a set of statistics about your computation. In order to test your grid structure before using it for acceleration, you will implement the grid as a modeling primitive. Volumetric modeling can be implemented by affecting a binary opaqueness value for each grid cell. This is the equivalent of the discrete pixel representation of 2D images. Each volume element (or voxel) will be rendered as a solid cube. You can very easily rasterize simple primitives in a grid; for example, to rasterize a sphere, simply test the distance between the center of a voxel and the sphere center. After your grid modeling primitive is implemented and debugged, you will use it for acceleration. As a preprocess, you will insert all scene objects in the cells of the grid that they span. In order to test your object insertion code, you will render cells that contain one more more objects as opaque. Then, you will modify your ray tracer to use the grid for fast ray casting. You will use your ray marching code and intersect all the objects stored in each traversed cell. You must pay attention to intersections outside the cell and implement early rejection to stop marching when you have found an appropriate intersection. For this assignment, you may assume that no transformations are used. This way you may effectively ignore the group hierarchy and insert all primitives by scanning the scene in a depth-±rst manner. 1 Ray Tracing Statistics Use the provided RayTracingStats class to compute various statistics including the number of pixels, the number of rays cast, the number of ray/primitive intersections, the number of cells in the grid, the number of grid cells traversed with the ray marching technique, and the total running time. Add the following timing and counter increment functions provided in the RayTracerStatistics class to your code: 1
Background image of page 1

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Call RayTracingStats::Initialize(int
Background image of page 2
Image of page 3
This is the end of the preview. Sign up to access the rest of the document.

This note was uploaded on 12/14/2011 for the course EECS 6.837 taught by Professor Durand during the Fall '03 term at MIT.

Page1 / 5

Assignment_4 - 6.837 Introduction to Computer Graphics Assignment 4 Grid Acceleration Due Wednesday at 11:59pm This week you will make your ray

This preview shows document pages 1 - 3. Sign up to view the full document.

View Full Document Right Arrow Icon
Ask a homework question - tutors are online