Two-level ray tracing with reordering for highly complex scenes
Proceedings of Graphics Interface 2010
Fast local and global similarity searches in large motion capture databases
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Razor: An architecture for dynamic multiresolution ray tracing
ACM Transactions on Graphics (TOG)
The use of precomputed triangle clusters for accelerated ray tracing in dynamic scenes
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
gkDtree: A group-based parallel update kd-tree for interactive ray tracing
Journal of Systems Architecture: the EUROMICRO Journal
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In this paper we show how to use structural information about a scene such as is contained in a scene graph to build SAH-based acceleration structures more efficiently. We provide a general method for doing so together with asymptotic analyses for both standard and lazy variants of our method. In particular, we show bounds of O(n) for full k-d tree builds over n primitives and O(v + logn) for lazy k-d tree builds over v visible primitives. We provide experimental results showing that these asymptotic properties translate into real-world speedups. In fact, without a method like ours, it is impossible to achieve better than O(n) for even the first split of a lazy build. We also show that under certain (realistic) assumptions on the scene structure, our method produces provably good acceleration structures. Finally, we provide experimental results demonstrating that our acceleration structures are of nearly indistinguishable quality to those produced with a full SAH build.