This thesis presents the use of a local linespace data structure, which is designed and implemented on the basis of an existing GPU-based raytra- cer with a global linespace data structure. For each scene object, an N-tree is generated whose nodes each have a linespace. This saves informations about existing geometry in its shafts. A shaft represents a volume between two faces on the outside of the node. This allows a faster skipping of em- pty spaces during raytracing. Identical objects can access already calcula- ted linespaces, which can reduce the memory requirement by up to 94.13% and the initialization time of the datastructure by up to 97.15%. Due to the local access possibilities dynamic scenes can be visualized. An increase in quality can also be observed.
This thesis explores different approaches for the acceleration of raytracing calculations on the graphics processing unit (GPU). For that a voxel grid is used and extended by the linespace data structure. The linespace consists of direction based shafts and stores the objects located in those shafts in a candidate list. Different methods for the sorting and traversal of the linespace are presented and evaluated. The shown methods cannot provide a speed up of the frame rate without resulting in a loss of image quality.