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parallel-raytracer

Exploring different methods of optimizing a raytracing algorithm.

  • simple parallelization
  • parallelization with queue
  • flattening the data structure representing the scene
  • bounding volume hierarchy
  • parallelization of the BVH construction

The application of all this methods achieved a combined speed-up of over 291x. Reducing the execution time from 99933ms to 343ms.

Al the performance analysis where performed on the SeARCH cluster @ UMinho while rendering a Cornell Box scene filled with water.

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This project is licensed under the MIT License - see the LICENSE file for details