Acceleration Structures
Tracing a ray through a scene and finding the first primitive that is intersected by the ray is the main task in ray tracing and also the most time consuming action. Therefore, having a fast acceleration structure brings a significant speedup for the whole rendering procedure. A Bounding Volume Hierarchy (BVH), where the primitives are just split at the mean, was given by the chair. We extended this by a BVH where the splitting plane is determined by the Surface Area Heuristic (SAH). Furthermore, we implemented a KD-Tree in three different kinds: first by splitting at the spatial mean, second by using the SAH to find the splitting plane and third using SAH as well as by splitting primitives that overlap the splitting plane.