Iterating through thousands of objects in a scene is expensive. By introducing a hierarchical spatial data structure, the time of traversing objects can be greatly reduced. Such a hierarchical spatial structure can be a grid, binary space partition tree, kd-tree, octree, or bounding volume hierarchy (BVH). One of the most commonly used spatial data structures in real-time ray tracing is the spatial split bounding volume hierarchy (SBVH). This thesis surveys the tradeoffs of using a SBVH in the context of ray tracing. The optimal case for using SBVH is with scenes that have a mixture between low poly and high poly meshes, or meshes that are not tightly fitted with axisaligned bounding boxes. When the meshes have triangles with similar sizes, it is best to use the object split with surface area heuristics. When the scenes have uniformly distributed objects, equal counts partitioning is the most efficient choice. To achieve the real-time requirement, this thesis implements a hybrid rasterizer-raytracer in Vulkan.