The purpose of this thesis is to design a primitive-oriented spatial partition algorithm based on the Bounding Volume Hierarchy (BVH) aiming to accelerate the rendering of general computer. In this dissertation, we designed and implemented a ray tracing program based on primitive-oriented spatial partition, achieved better results than space-oriented spatial partition. The results showed that primitive-oriented spatial partition reduced the cost of memory and time by 73.5% and 73% respectively than for several three-dimensional scene models. Using pixel oriented spatial segmentation in this paper will optimize the efficiency of the spatial segmentation algorithm, which would save the memory usage, and also reduce the layered time.