OK, so welcome for our computer graphics lecture.
So today I want to finish a nice algorithm
for traversing KD trees.
It's a way to intersect rays with a scene,
with a set of triangles.
It's based on a data structure of a KD tree
that we can see here.
So the idea is that we have a bounding box
for the entire scene that is hierarchically subdivided.
And it's always subdivided into two halves.
It's subdivided by a split plane that
is parallel to the three coordinate axes.
OK, it's perpendicular to the three coordinate axes.
So we can split the bounding box along x, y, or z.
And we always split it at an arbitrary position
of that plane so that plane can be moved forward and backward.
It's not always directly in the middle.
So that's the basis.
And now we assume that we have a ray.
And we know it intersects the bounding box
of the entire scene.
I mean, otherwise, the ray cannot hit anything.
So then it's trivial.
Now we assume we have such a ray.
We know it intersects our bounding box.
And we also compute the ray parameter
of where the ray enters the current bounding box
and where it leaves it.
So that's t min, t max.
OK, so that's the kind of state that we have.
So we know we have this box.
We have this entrance parameter and this exit parameter.
And good.
So that's essentially the same situation
that I've drawn here on the blackboard.
So our box, this is the ray.
This is the entrance point.
And this is the exit point.
OK, now we have two possibilities.
So one case is that this box here
is the leaf of our hierarchy.
That means there are no further sub boxes.
And that means that this box here contains a set of triangles
that are intersecting this box.
So in that case, we just intersect that ray
with the remaining triangles.
The test for this, we were speaking about last week,
how to intersect, or on Tuesday, how
to intersect a triangle with a single ray.
This we know how to do.
Presenters
Zugänglich über
Offener Zugang
Dauer
00:42:51 Min
Aufnahmedatum
2014-01-16
Hochgeladen am
2019-04-05 13:19:16
Sprache
de-DE
-
Graphik Pipeline
-
Clipping
-
3D Transformationen
-
Hierarchische Display Strukturen
-
Perspektive und Projektionen
-
Visibilitätsbetrachtungen
-
Rastergraphik und Scankonvertierung
-
Farbmodelle
-
Lokale und globale Beleuchtungsmodelle
-
Schattierungsverfahren
-
Ray Tracing und Radiosity
-
Schatten und Texturen
- P. Shirley: Fundamentals of Computer Graphics. AK Peters Ltd., 2002
-
Hearn, M. P. Baker: Computer Graphics with OpenGLD. Pearson
-
Foley, van Dam, Feiner, Hughes: Computer Graphics - Principles and Practice
-
Rauber: Algorithmen der Computergraphik
-
Bungartz, Griebel, Zenger: Einführung in die Computergraphik
-
Encarnação, Strasser, Klein: Computer Graphics