Parallel BVH Construction using Progressive Hierarchical Refinement
We propose a novel algorithm for construction of bounding volume hierarchies (BVHs) for multi‐core CPU architectures. The algorithm constructs the BVH by a divisive top‐down approach using a progressively refined cut of an existing auxiliary BVH. We propose a new strategy for refining the cut that s...
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Published in | Computer graphics forum Vol. 36; no. 2; pp. 487 - 494 |
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Main Authors | , , |
Format | Journal Article |
Language | English |
Published |
Oxford
Blackwell Publishing Ltd
01.05.2017
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Subjects | |
Online Access | Get full text |
ISSN | 0167-7055 1467-8659 |
DOI | 10.1111/cgf.13143 |
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Abstract | We propose a novel algorithm for construction of bounding volume hierarchies (BVHs) for multi‐core CPU architectures. The algorithm constructs the BVH by a divisive top‐down approach using a progressively refined cut of an existing auxiliary BVH. We propose a new strategy for refining the cut that significantly reduces the workload of individual steps of BVH construction. Additionally, we propose a new method for integrating spatial splits into the BVH construction algorithm. The auxiliary BVH is constructed using a very fast method such as LBVH based on Morton codes. We show that the method provides a very good trade‐off between the build time and ray tracing performance. We evaluated the method within the Embree ray tracing framework and show that it compares favorably with the Embree BVH builders regarding build time while maintaining comparable ray tracing speed. |
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AbstractList | We propose a novel algorithm for construction of bounding volume hierarchies (BVHs) for multi‐core CPU architectures. The algorithm constructs the BVH by a divisive top‐down approach using a progressively refined cut of an existing auxiliary BVH. We propose a new strategy for refining the cut that significantly reduces the workload of individual steps of BVH construction. Additionally, we propose a new method for integrating spatial splits into the BVH construction algorithm. The auxiliary BVH is constructed using a very fast method such as LBVH based on Morton codes. We show that the method provides a very good trade‐off between the build time and ray tracing performance. We evaluated the method within the Embree ray tracing framework and show that it compares favorably with the Embree BVH builders regarding build time while maintaining comparable ray tracing speed. |
Author | Hendrich, J. Meister, D. Bittner, J. |
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Cites_doi | 10.1007/s10957-005-5494-4 10.1145/2492045.2492054 10.1145/2018323.2018333 10.1109/RT.2008.4634624 10.1145/2601097.2601199 10.1111/cgf.12000 10.1111/cgf.12831 10.1109/TVCG.2010.88 10.1111/j.1467-8659.2008.01261.x 10.1109/TVCG.2010.251 10.1145/1572769.1572771 10.1111/j.1467-8659.2009.01377.x 10.1109/MCG.1987.276983 10.1109/RT.2006.280217 10.1145/15886.15916 10.1109/RT.2008.4634626 10.1111/cgf.12769 10.1109/RT.2007.4342588 10.1109/RT.2007.4342590 |
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Snippet | We propose a novel algorithm for construction of bounding volume hierarchies (BVHs) for multi‐core CPU architectures. The algorithm constructs the BVH by a... We propose a novel algorithm for construction of bounding volume hierarchies (BVHs) for multi-core CPU architectures. The algorithm constructs the BVH by a... |
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SubjectTerms | Algorithms Categories and Subject Descriptors (according to ACM CCS) Construction Hierarchies I.3.5 [Computer Graphics]: Object Hierarchies I.3.7 [Computer Graphics]: Raytracing I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism Rapid prototyping Ray tracing |
Title | Parallel BVH Construction using Progressive Hierarchical Refinement |
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