Lecture 9: Ray Tracing & Acceleration Structures (83)
caelinsutch

I wonder how this principle scales when working with multiple shapes and how they're calculated in scenes with more layers? Especially since most real world objects aren't flat, in 3d how do we efficiently calculate these probabilities?

anya0402

I think it's interesting how different optimizations are chosen based on particular problems and issues faced. For example, an algorithm that looks at surface level would be perfect for this issue as it works on creating bounding boxes for the partition. Is probability a common optimization in computer graphics?

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