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Description
  • The minimization of traversal cost using surface area heuristic is extensively used to build high quality spatial subdivisions and bounding volume hierarchies for ray tracing. Despite the fair performance of trees built with the cost model, it is known that the underlying assumptions for surface area heuristics are not realistic. In this paper we show how the cost function of the surface area heuristic can be improved on using the assumed visibility of geometric primitives such as triangles. This way the build algorithm utilizes the exact or assumed visibility to construct more efficient BVHs by traversing smaller portion of the hierarchy. We show that by these inexpensive modifications to the cost function we can speed up the ray traversal by approximately 102% on average for path tracing of highly occluded scenes compared to standard surface area heuristics.
  • The minimization of traversal cost using surface area heuristic is extensively used to build high quality spatial subdivisions and bounding volume hierarchies for ray tracing. Despite the fair performance of trees built with the cost model, it is known that the underlying assumptions for surface area heuristics are not realistic. In this paper we show how the cost function of the surface area heuristic can be improved on using the assumed visibility of geometric primitives such as triangles. This way the build algorithm utilizes the exact or assumed visibility to construct more efficient BVHs by traversing smaller portion of the hierarchy. We show that by these inexpensive modifications to the cost function we can speed up the ray traversal by approximately 102% on average for path tracing of highly occluded scenes compared to standard surface area heuristics. (en)
Title
  • Visibility driven BVH build up algorithm for ray tracing
  • Visibility driven BVH build up algorithm for ray tracing (en)
skos:prefLabel
  • Visibility driven BVH build up algorithm for ray tracing
  • Visibility driven BVH build up algorithm for ray tracing (en)
skos:notation
  • RIV/00216224:14330/12:00057320!RIV13-GA0-14330___
http://linked.open...avai/riv/aktivita
http://linked.open...avai/riv/aktivity
  • P(GAP202/10/1435), P(GAP202/11/1883), P(GAP202/12/2413), P(LC06008), S, Z(MSM6840770014)
http://linked.open...iv/cisloPeriodika
  • 4
http://linked.open...vai/riv/dodaniDat
http://linked.open...aciTvurceVysledku
http://linked.open.../riv/druhVysledku
http://linked.open...iv/duvernostUdaju
http://linked.open...titaPredkladatele
http://linked.open...dnocenehoVysledku
  • 177552
http://linked.open...ai/riv/idVysledku
  • RIV/00216224:14330/12:00057320
http://linked.open...riv/jazykVysledku
http://linked.open.../riv/klicovaSlova
  • Ray tracing; Bounding volume hierarchies; BVH build algorithm; Surface area heuristic (en)
http://linked.open.../riv/klicoveSlovo
http://linked.open...odStatuVydavatele
  • CZ - Česká republika
http://linked.open...ontrolniKodProRIV
  • [0091B3017BE7]
http://linked.open...i/riv/nazevZdroje
  • Computers & Graphics
http://linked.open...in/vavai/riv/obor
http://linked.open...ichTvurcuVysledku
http://linked.open...cetTvurcuVysledku
http://linked.open...vavai/riv/projekt
http://linked.open...UplatneniVysledku
http://linked.open...v/svazekPeriodika
  • 36
http://linked.open...iv/tvurceVysledku
  • Sochor, Jiří
  • Havran, Vlastimil
  • Vinkler, Marek
http://linked.open...ain/vavai/riv/wos
  • 000303695300010
http://linked.open...n/vavai/riv/zamer
issn
  • 0097-8493
number of pages
http://bibframe.org/vocab/doi
  • 10.1016/j.cag.2012.02.013
http://localhost/t...ganizacniJednotka
  • 14330
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