DocumentCode
1568649
Title
Fast and Lazy Build of Acceleration Structures from Scene Hierarchies
Author
Hunt, Warren ; Mark, William R. ; Fussell, Don
Author_Institution
Univ. of Texas at Austin, Austin
fYear
2007
Firstpage
47
Lastpage
54
Abstract
In this paper we show how to use structural information about a scene such as is contained in a scene graph to build SAH-based acceleration structures more efficiently. We provide a general method for doing so together with asymptotic analyses for both standard and lazy variants of our method. In particular, we show bounds of O(n) for full k-d tree builds over n primitives and O(v + log n) for lazy k-d tree builds over v visible primitives. We provide experimental results showing that these asymptotic properties translate into real-world speedups. In fact, without a method like ours, it is impossible to achieve better than O(n) for even the first split of a lazy build. We also show that under certain (realistic) assumptions on the scene structure, our method produces provably good acceleration structures. Finally, we provide experimental results demonstrating that our acceleration structures are of nearly indistinguishable quality to those produced with a full SAH build.
Keywords
computational complexity; computational geometry; ray tracing; trees (mathematics); SAH-based acceleration structures; asymptotic analyses; k-d tree builds; ray tracing; scene graph; scene hierarchies; Acceleration; Buildings; Computer graphics; Geometry; Layout; Mirrors; Performance gain; Ray tracing; Real time systems; Tree graphs; I.3.7 [Computer Graphics]: Three-dimensional graphics and realism¿Raytracing; acceleration structure; k-d tree; ray tracing; scene graph;
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.2007.4342590
Filename
4342590
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