an efficent algorithm to accelerate ray tracing based global
illumination renderers. This technique reduces the amount of exactly
computed pixels by finding parts which are suitable for interpolation. The
main key is the detection of discontinuitys in the
scene, which can be approximated
with help of oriented finite elements. Shadow edges or other complex
parts of the scene can be displayed computing only a few
pixels.
In this master thesis several adaptions and enhancements to the
original method have been developed. An advanced object test will be introduced which allows a
detection of details, which might be overlooked in the original
method. These details will then be included in the
approximation. Additionally, the shaders of two objects are compared, to
increase the efficiency of the object test and to reduce the amount of
exactly computed pixels. This inhibits the identification of composite
objects as two different objects.
The main enhancement is the possibility for a better handling of
textures. Handling textures was not efficient with
Guo's method. A technique will be introduced wich combines the advantages of
both methods and is optimal adapted to Guo's method. The main goal is
the reduction of computation time and a better quality of the resulting
image.