DocumentCode :
1568621
Title :
On fast Construction of SAH-based Bounding Volume Hierarchies
Author :
Wald, Ingo
Author_Institution :
Univ. of Utah, Salt Lake City
fYear :
2007
Firstpage :
33
Lastpage :
40
Abstract :
With ray traversal performance reaching the point where real-time ray tracing becomes practical, ray tracing research is now shifting away from faster traversal, and towards the question what has to be done to use it in truly interactive applications such as games. Such applications are problematic because when geometry changes every frame, the ray tracer´s internal index data structures are no longer valid. Fully rebuilding all data structures every frame is the most general approach to handling changing geometry, but was long considered impractical except for grid-based grid based ray tracers, trivial scenes, or reduced quality of the index structure. In this paper, we investigate how some of the fast, approximate construction techniques that have recently been proposed for kd-trees can also be applied to bounding volume hierarchies (BVHs). We argue that these work even better for BVHs than they do for kd-trees, and demonstrate that when using those techniques, BVHs can be rebuilt up to 10times faster than competing kd-tree based techniques.
Keywords :
computational geometry; database indexing; interactive systems; ray tracing; rendering (computer graphics); tree data structures; SAH-based bounding volume hierarchy; geometric change; grid-based ray tracer; index data structure; interactive application; kd-tree construction; offline rendering system; real-time ray tracing; Animation; Buildings; Costs; Data structures; Displays; Fuzzy sets; Geometry; Graphics; Layout; Ray tracing;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Interactive Ray Tracing, 2007. RT '07. IEEE Symposium on
Conference_Location :
Ulm
Print_ISBN :
978-1-4244-1629-5
Type :
conf
DOI :
10.1109/RT.2007.4342588
Filename :
4342588
Link To Document :
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