Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Ray tracing dynamic scenes using selective restructuring
ACM SIGGRAPH 2007 sketches
On fast Construction of SAH-based Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
HLBVH: hierarchical LBVH construction for real-time ray tracing of dynamic geometry
Proceedings of the Conference on High Performance Graphics
Simpler and faster HLBVH with work queues
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
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
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
Fast parallel construction of high-quality bounding volume hierarchies
Proceedings of the 5th High-Performance Graphics Conference
Mining effective parallelism from hidden coherence for GPU based path tracing
SIGGRAPH Asia 2013 Technical Briefs
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Bounding volume hierarchies (BVHs) are a popular acceleration structure choice for animated scenes rendered with ray tracing. This is due to the relative simplicity of refitting bounding volumes around moving geometry. However, the quality of such a refitted tree can degrade rapidly if objects in the scene deform or rearrange significantly as the animation progresses, resulting in dramatic increases in rendering times and a commensurate reduction in the frame rate. The BVH could be rebuilt on every frame, but this could take significant time. We present a method to efficiently extend refitting for animated scenes with tree rotations, a technique previously proposed for off-line improvement of BVH quality for static scenes. Tree rotations are local restructuring operations which can mitigate the effects that moving primitives have on BVH quality by rearranging nodes in the tree during each refit rather than triggering a full rebuild. The result is a fast, lightweight, incremental update algorithm that requires negligible memory, has minor update times, parallelizes easily, avoids significant degradation in tree quality or the need for rebuilding, and maintains fast rendering times. We show that our method approaches or exceeds the frame rates of other techniques and is consistently among the best options regardless of the animated scene.