Triangle is the mostly used primitive in computer graphics. Calculation of its intersection with a ray has many applications and is often a bottleneck of a program. This work focuses on its usage and various methods of calculation. It tries to combine these techniques to achieve high performance on modern processors.
Identifer | oai:union.ndltd.org:nusl.cz/oai:invenio.nusl.cz:235879 |
Date | January 2008 |
Creators | Havel, Jiří |
Contributors | Zemčík, Pavel, Herout, Adam |
Publisher | Vysoké učení technické v Brně. Fakulta informačních technologií |
Source Sets | Czech ETDs |
Language | Czech |
Detected Language | English |
Type | info:eu-repo/semantics/masterThesis |
Rights | info:eu-repo/semantics/restrictedAccess |
Page generated in 0.0019 seconds