| With the rapid development of computer hardware, computer graphics plays a moreand more important role in the daily life of human beings. At the same time, with thedevelopment of technology, realistic and real time of computer display is required inareas of space exploration, military deduction, natural disasters, weather simulation andengineering simulation.Nowadays, in the area of computer graphics, the most popular technology israsterized rendering using geometric transforming, including processing such ascoordinate transforming, culling irrelevant part etc, which is able to put the final resultinto display cache. By using the high parallel and numerical calculation ability of theGPU, the rending speed is fast enough. However, the rendering effect is not realistic dueto the lack of global space information, which is the drawback. Ray tracing technologyis able to render real images with the cost of large calculation, which leads to a lowrendering efficiency. That’s the reason off-line ray tracing is popular. However, realtime rendering is the tendency for ray tracing, as real-time rendering is so beneficial tothe human beings, which has high relationship with acceleration data structure.In this thesis, different building methods on hierarchy data structure for dynamicscenes are analyzed. Based on the top-down and bottom-up building method, thehierarchy building method is implemented. Then the related traversal and the updatingmethod are implemented. As there is some disadvantages in the original BVH datastructure, the related ESCã€EVHã€SBVH optimization method are analyzed. Focusing onthe high building efficiency, by analyzing the SAH function and taking the depthinformation of the tree into consideration, the spatial and object partition method areused to reach a good trade off between the building efficiency and query efficiency,which is called A Fast Spatial Partition Method in Bounding Volume Hierarchy. |