Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Spatial splits in bounding volume hierarchies
Proceedings of the Conference on High Performance Graphics 2009
Object partitioning considered harmful: space subdivision for BVHs
Proceedings of the Conference on High Performance Graphics 2009
Efficient ray traced soft shadows using multi-frusta tracing
Proceedings of the Conference on High Performance Graphics 2009
BVH for efficient raytracing of dynamic metaballs on GPU
SIGGRAPH 2009: Talks
PantaRay: fast ray-traced occlusion caching of massive scenes
ACM SIGGRAPH 2010 papers
Micropolygon ray tracing with defocus and motion blur
ACM SIGGRAPH 2010 papers
Two-level ray tracing with reordering for highly complex scenes
Proceedings of Graphics Interface 2010
Memory efficient ray tracing with hierarchical mesh quantization
Proceedings of Graphics Interface 2010
Real-time collision culling of a million bodies on graphics processing units
ACM SIGGRAPH Asia 2010 papers
Parallel SAH k-D tree construction
Proceedings of the Conference on High Performance Graphics
HLBVH: hierarchical LBVH construction for real-time ray tracing of dynamic geometry
Proceedings of the Conference on High Performance Graphics
Restart trail for stackless BVH traversal
Proceedings of the Conference on High Performance Graphics
Brief announcement: locality-enhancing loop transformations for tree traversal algorithms
Proceedings of the twenty-third annual ACM symposium on Parallelism in algorithms and architectures
Simpler and faster HLBVH with work queues
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
SAH KD-tree construction on GPU
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Naive ray-tracing: A divide-and-conquer approach
ACM Transactions on Graphics (TOG)
Enhancing locality for recursive traversals of recursive structures
Proceedings of the 2011 ACM international conference on Object oriented programming systems languages and applications
Fast, effective BVH updates for animated scenes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Technical Section: Visibility driven BVH build up algorithm for ray tracing
Computers and Graphics
Geometry Presorting for Implicit Object Space Partitioning
Computer Graphics Forum
Shallow bounding volume hierarchies for fast SIMD ray tracing of incoherent rays
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Compact, fast and robust grids for ray tracing
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
The use of precomputed triangle clusters for accelerated ray tracing in dynamic scenes
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
PDQ: Parallel Distance Queries for deformable meshes
Graphical Models
A hardware unit for fast SAH-optimised BVH construction
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Putting holes in holey geometry: topology change for arbitrary surfaces
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
gkDtree: A group-based parallel update kd-tree for interactive ray tracing
Journal of Systems Architecture: the EUROMICRO Journal
Efficient BVH construction via approximate agglomerative clustering
Proceedings of the 5th High-Performance Graphics Conference
Fast parallel construction of high-quality bounding volume hierarchies
Proceedings of the 5th High-Performance Graphics Conference
SGRT: a mobile GPU architecture for real-time ray tracing
Proceedings of the 5th High-Performance Graphics Conference
Efficient divide-and-conquer ray tracing using ray sampling
Proceedings of the 5th High-Performance Graphics Conference
Iterative cage-based registration from multi-view silhouettes
Proceedings of the 10th European Conference on Visual Media Production
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
Probabilistic visibility evaluation for direct illumination
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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With ray traversal performance reaching the point where real-time ray tracing becomes practical, ray tracing research is now shifting away from faster traversal, and towards the question what has to be done to use it in truly interactive applications such as games. Such applications are problematic because when geometry changes every frame, the ray tracer's internal index data structures are no longer valid. Fully rebuilding all data structures every frame is the most general approach to handling changing geometry, but was long considered impractical except for grid-based grid based ray tracers, trivial scenes, or reduced quality of the index structure. In this paper, we investigate how some of the fast, approximate construction techniques that have recently been proposed for kd-trees can also be applied to bounding volume hierarchies (BVHs). We argue that these work even better for BVHs than they do for kd-trees, and demonstrate that when using those techniques, BVHs can be rebuilt up to 10×faster than competing kd-tree based techniques.