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CG
2008
Springer

Fast, parallel, and asynchronous construction of BVHs for ray tracing animated scenes

13 years 4 months ago
Fast, parallel, and asynchronous construction of BVHs for ray tracing animated scenes
Recent developments have produced several techniques for interactive ray tracing of dynamic scenes. In particular, bounding volume hierarchies (BVHs) are efficient acceleration structures that handle complex triangle distributions and can accommodate deformable scenes by updating (refitting) the bounding primitive without restructuring the entire tree. Unfortunately, updating only the bounding primitive can result in a degradation of the quality of the BVH, and in some scenes will result in a dramatic deterioration of rendering performance. In this paper, we present three different orthogonal techniques to avoid that deterioration: (a) quickly rebuilding the BVH using a fast, binning-based approach; (b) a parallel variant of that build to better exploit the multi-core architecture of modern CPUs; and (c), asynchronously rebuilding the BVH concurrently with rendering and animation, allowing it to scale to even larger models by stretching the (parallel) BVH build over one or more frames...
Ingo Wald, Thiago Ize, Steven G. Parker
Added 09 Dec 2010
Updated 09 Dec 2010
Type Journal
Year 2008
Where CG
Authors Ingo Wald, Thiago Ize, Steven G. Parker
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