Data structures for ray tracing
Proceedings of a workshop (Eurographics Seminars on Data structures for raster graphics
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
A 3-dimensional representation for fast rendering of complex scenes
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Distributed Interactive Ray Tracing of Dynamic Scenes
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
On fast Construction of SAH-based Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Fast and Lazy Build of Acceleration Structures from Scene Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Razor: An architecture for dynamic multiresolution ray tracing
ACM Transactions on Graphics (TOG)
Ray tracing dynamic scenes using selective restructuring
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Instant ray tracing: the bounding interval hierarchy
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Asynchronous BVH construction for ray tracing dynamic scenes on parallel multi-core architectures
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
Ray tracing NPR-style feature lines
Proceedings of the 7th International Symposium on Non-Photorealistic Animation and Rendering
Efficient ray traced soft shadows using multi-frusta tracing
Proceedings of the Conference on High Performance Graphics 2009
Parallel SAH k-D tree construction
Proceedings of the Conference on High Performance Graphics
SAH KD-tree construction on GPU
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Fast, effective BVH updates for animated scenes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Semantic visualization of 3D urban environments
Multimedia Tools and Applications
PDQ: Parallel Distance Queries for deformable meshes
Graphical Models
SGRT: a mobile GPU architecture for real-time ray tracing
Proceedings of the 5th High-Performance Graphics Conference
Ray tracing and volume rendering large molecular data on multi-core and many-core architectures
UltraVis '13 Proceedings of the 8th International Workshop on Ultrascale Visualization
Real-time ray tracing on future mobile computing platform
SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications
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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; (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. Our approach is particularly targeted toward future ''many-core'' architectures, and allows for flexibly allocating how many cores are used for rebuilding vs. how many are used for rendering.