ARTSccelerated ray-tracing system
IEEE Computer Graphics and Applications
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
An introduction to ray tracing
An introduction to ray tracing
Octree-R: An Adaptive Octree for Efficient Ray Tracing
IEEE Transactions on Visualization and Computer Graphics
An improved illumination model for shaded display
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Theoretical and experimental aspects of ray shooting
Theoretical and experimental aspects of ray shooting
Foundations of Multidimensional and Metric Data Structures (The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling)
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
B-KD trees for hardware accelerated ray tracing of dynamic scenes
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
A Proposal for Standard Graphics Environments
IEEE Computer Graphics and Applications
Technical Section: Visibility driven BVH build up algorithm for ray tracing
Computers and Graphics
SRDH: specializing BVH construction and traversal order using representative shadow ray sets
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Efficient divide-and-conquer ray tracing using ray sampling
Proceedings of the 5th High-Performance Graphics Conference
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Surface area heuristics is currently the most popular method for view independent construction of spatial hierarchies for ray tracing. We present a method which modifies the surface area heuristics by taking into account the actual distribution of rays in the scene. This is achieved by subsampling the rays to be cast and using these rays in order to estimate the probabilities of rays traversing through nodes of the constructed hierarchy. The main aim of our paper is to analyze the potential of taking the ray distribution into account. The results indicate that we can achieve a minor speedup of ray traversal compared to standard SAH. For large densely occluded scene we can also save the construction time and memory consumption of the hierarchy by not subdividing parts of the scene where no rays are traced.