ABSTRACT
We propose a novel approach for improving the quality of two-level BVHs (i.e., a two-level data structure that uses a top-level BVH built over second-level object BVHs). After building an individual, high-quality BVH for each object, our new top-level BVH build approach selectively re-braids (opens and merges) object BVHs during the build process to reduce overlap and improve SAH quality. We demonstrate that compared to the two main state-of-the-art techniques---brute-force re-construction of a single, flat BVH; and building a traditional two-level BVH over objects, respectively---the proposed approach achieves build times significantly faster than the former, while simultaneously yielding traversal performance that is much higher than the latter.
- O. Deussen, P. Hanrahan, B. Lintermann, R. Mech, M. Pharr, and P. Prusinkiewicz. 1998. Realistic Modeling and Rendering of Plant Ecosystems. In Computer Graphics (Proceedings of SIGGRAPH 98). 275--286. Google ScholarDigital Library
- Valentin Fuetterling, Carsten Lojewski, Franz-Josef Pfreundt, and Achim Ebert. 2016. Parallel Spatial Splits in Bounding Volume Hierarchies. Eurographics Symposium on Parallel Graphics and Visualization (2016). Google ScholarDigital Library
- P. Ganestam, R. Barringer, M. Doggett, and T. Akenine-Möller. 2015. Bonsai: Rapid Bounding Volume Hierarchy Generation using Mini Trees. Journal of Computer Graphics Techniques (JCGT) 4, 3 (2015), 23--42.Google Scholar
- Per Ganestam and Michael Doggett. 2016. SAH Guided Spatial Split Partitioning for Fast BVH Construction. Comput. Graph. Forum 35, 2 (2016), 285--293.Google ScholarCross Ref
- Yan Gu, Yong He, Kayvon Fatahalian, and Guy Blelloch. 2013. Efficient BVH Construction via Approximate Agglomerative Clustering. (2013), 81--88. Google ScholarDigital Library
- Eric Haines, Pat Hanrahan, Robert L Cook, James Arvo, David Kirk, and Paul S Heckbert. 1989. An Introduction to Ray Tracing.Google Scholar
- Jakub Hendrich, Daniel Meister, and Jiri Bittner. 2017. Parallel BVH Construction using Progressive Hierarchical Refinement, In Eurographics 2017. Computer Graphics Forum (2017). Google ScholarDigital Library
- Qiming Hou, Xin Sun, Kun Zhou, Christian Lauterbach, and Dinesh Manocha. 2010. Memory-Scalable GPU Spatial Hierarchy Construction. IEEE Transactions on Visualization & Computer Graphics (June 2010). Google ScholarDigital Library
- Warren Hunt, William R. Mark, and Don Fussell. 2007. Fast and Lazy Build of Acceleration Structures from Scene Hierarchies. In IEEE/EG Symposium on Interactive Ray Tracing 2007. IEEE/EG, 47--54. Google ScholarDigital Library
- Tero Karras and Timo Aila. 2013. Fast Parallel Construction of High-Quality Bounding Volume Hierarchies. In Proceedings of High Performance Graphics. Google ScholarDigital Library
- Andrew Kensler. 2008. Tree Rotations for Improving Bounding Volume Hierarchies. In Proceedings of the 2008 IEEE Symposium on Interactive Ray Tracing.Google ScholarCross Ref
- Christian Lauterbach, Michael Garland, Shubhabrata Sengupta, David Luebke, and Dinesh Manocha. 2009. Fast BVH Construction on GPUs. In Proceedings of Eurographics '09.Google ScholarCross Ref
- S.G. Parker, J. Bigler, A. Dietrich, H. Friedrich, J. Hoberock, D. Luebke, D. McAllister, M. McGuire, K. Morley, A. Robison, and others. 2010. OptiX: a general purpose ray tracing engine. ACM Transactions on Graphics (TOG) 29, 4 (2010). Google ScholarDigital Library
- Matt Pharr and Greg Humphreys. 2010. Physically Based Rendering: From Theory to Implementation (2nd ed.). Morgan Kaufman. Google ScholarDigital Library
- Marek Vinkler, Vlastimil Havran, and Jiri Bittner. 2016. Performance Comparison of Bounding Volume Hierarchies and Kd-Trees for GPU Ray Tracing. Computer Graphics Forum 35, 8 (2016), 68--79.Google ScholarCross Ref
- Ingo Wald, Carsten Benthin, and Philipp Slusallek. 2003. Distributed Interactive Ray Tracing of Dynamic Scenes. In Proceedings of the IEEE Symposium on Parallel and Large-Data Visualization and Graphics. 11--20. Google ScholarDigital Library
- Ingo Wald and Vlastimil Havran. 2006. On building fast kd-trees for ray tracing, and on doing that in O(N log N). In Proceedings of the 2006 IEEE Symposium on Interactive Ray Tracing. 61--69.Google ScholarCross Ref
- Ingo Wald, Sven Woop, Carsten Benthin, Gregory S. Johnson, and Manfred Ernst. 2014. Embree: A Kernel Framework for Efficient CPU Ray Tracing. ACM Transactions on Graphics 33, 4, Article 143 (2014), 8 pages. Google ScholarDigital Library
- Sung-Eui Yoon, Sean Curtis, and Dinesh Manocha. 2007. Ray Tracing Dynamic Scenes using Selective Restructuring. In Eurographics Symposium on Rendering. Google ScholarDigital Library
Index Terms
- Improved two-level BVHs using partial re-braiding
Recommendations
Grid-based SAH BVH construction on a GPU
CGI'2011 ConferenceWe present an efficient algorithm for building an adaptive bounding volume hierarchy (BVH) in linear time on commodity graphics hardware using CUDA. BVHs are widely used as an acceleration data structure to quickly ray trace animated polygonal scenes. ...
GPU Ray Tracing Based on Reduced Bounding Volume Hierarchies
CGIV '12: Proceedings of the 2012 Ninth International Conference on Computer Graphics, Imaging and VisualizationWe present a bounding volume hierarchy construction based on a culling technique for performing ray tracing on manycore GPUs. The objects are divided into view-sets of triangles with respect to a set of view targets (including the camera and the light ...
MergeTree: A Fast Hardware HLBVH Constructor for Animated Ray Tracing
Ray tracing is a computationally intensive rendering technique traditionally used in offline high-quality rendering. Powerful hardware accelerators have been recently developed that put real-time ray tracing even in the reach of mobile devices. However, ...
Comments