Rendering three-dimensional scenes with tetrahedral meshes

buir.advisorGüdükbay, Uğur
dc.contributor.authorAman, Aytek
dc.date.accessioned2022-08-12T10:25:08Z
dc.date.available2022-08-12T10:25:08Z
dc.date.copyright2022-07
dc.date.issued2022-07
dc.date.submitted2022-08-08
dc.descriptionCataloged from PDF version of article.en_US
dc.descriptionThesis (Ph.D.): Bilkent University, Department of Computer Engineering, İhsan Doğramacı Bilkent University, 2022.en_US
dc.descriptionIncludes bibliographical references (leaves 64-75).en_US
dc.description.abstractWe propose compact and efficient tetrahedral mesh representations to improve the ray-tracing performance. We reorder tetrahedral mesh data using a space-filling curve to improve cache locality. Most importantly, we propose efficient ray traversal algorithms. We provide details of the regular ray tracing operations on tetrahedral meshes and the Graphics Processing Unit (GPU) implementation of our traversal method. We demonstrate our findings through a set of comprehensive experiments. Our method outperforms existing tetrahedral mesh-based traversal methods and yields comparable results to the traversal methods based on the state-of-the-art acceleration structures such as k-dimensional (k-d) tree and Bounding Volume Hierarchy (BVH) in terms of speed. Storage-wise, our method uses less memory than its tetrahedral mesh-based counterparts, thus allowing larger scenes to be rendered on the GPU. We also describe additional applications of our technique specifically for volume rendering, two-level hybrid acceleration structures for animation purposes, and point queries in two-dimensional (2-D) and three-dimensional (3-D) triangulations. Finally, we present a practical method to tetrahedralize very large scenes.en_US
dc.description.provenanceSubmitted by Betül Özen (ozen@bilkent.edu.tr) on 2022-08-12T10:25:08Z No. of bitstreams: 1 B161139.pdf: 11464730 bytes, checksum: fcd77e07c88d02e409938316c39996a9 (MD5)en
dc.description.provenanceMade available in DSpace on 2022-08-12T10:25:08Z (GMT). No. of bitstreams: 1 B161139.pdf: 11464730 bytes, checksum: fcd77e07c88d02e409938316c39996a9 (MD5) Previous issue date: 2022-07en
dc.description.statementofresponsibilityby Aytek Amanen_US
dc.format.extentxi, 82 leaves : illustrations (some color), charts ; 30 cm.en_US
dc.identifier.itemidB161139
dc.identifier.urihttp://hdl.handle.net/11693/110426
dc.language.isoEnglishen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectRay tracingen_US
dc.subjectRay-surface intersectionen_US
dc.subjectAcceleration structureen_US
dc.subjectTetrahe-dral meshen_US
dc.subjectBounding Volume Hierarchy (BVH)en_US
dc.subjectk-dimensional (k-d) treeen_US
dc.titleRendering three-dimensional scenes with tetrahedral meshesen_US
dc.title.alternativeÜç boyutlu sahnelerin dörtyüzlü örgüler ile görselleştirilmesien_US
dc.typeThesisen_US
thesis.degree.disciplineComputer Engineering
thesis.degree.grantorBilkent University
thesis.degree.levelDoctoral
thesis.degree.namePh.D. (Doctor of Philosophy)

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