The rendering time for a ray tracer depends on the number of
ray intersection tests that are required at each pixel. This
is roughly dependent on the number of primitives in the scene
times the number of pixels.
Early on, significant research effort was spent developing
methods for accelerating the ray-object intersection tests.
We've already discussed object-dependent optimizations to speed up the
sphere-ray intersection test. But more advanced methods are required to
make ray tracing practical.
Among the important results in this area are:
- Bounding Volumes
- Spatial Subdivision
- Light Buffers