Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
Heuristics for ray tracing using space subdivision
The Visual Computer: International Journal of Computer Graphics
A survey of ray tracing acceleration techniques
An introduction to ray tracing
Multidimensional binary search trees used for associative searching
Communications of the ACM
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Computational Geometry: Algorithms and Applications
Computational Geometry: Algorithms and Applications
On fast Construction of SAH-based Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Early Split Clipping for Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Realtime Ray Tracing on GPU with BVH-based Packet Traversal
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Shallow bounding volume hierarchies for fast SIMD ray tracing of incoherent rays
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Technical Section: Visibility driven BVH build up algorithm for ray tracing
Computers and Graphics
Rasterized Bounding Volume Hierarchies
Computer Graphics Forum
Fast parallel construction of high-quality bounding volume hierarchies
Proceedings of the 5th High-Performance Graphics Conference
On quality metrics of bounding volume hierarchies
Proceedings of the 5th High-Performance Graphics Conference
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A major factor for the efficiency of ray tracing is the use of good acceleration structures. Recently, bounding volume hierarchies (BVHs) have become the preferred acceleration structures, due to their competitive performance and greater flexibility compared to KD trees. In this paper, we present a study on algorithms for the construction of optimal BVHs. Due to the exponential nature of the problem, constructing optimal BVHs for ray tracing remains an open topic. By exploiting the linearity of the surface area heuristic (SAH), we develop an algorithm that can find optimal partitions in polynomial time. We further generalize this algorithm and show that every SAH-based KD tree or BVH construction algorithm is a special case of the generic algorithm. Based on a number of experiments with the generic algorithm, we conclude that the assumption of non-terminating rays in the surface area cost model becomes a major obstacle for using the full potential of BVHs. We also observe that enforcing space partitioning helps to improve BVH performance. Finally, we develop a simple space partitioning algorithm for building efficient BVHs.