SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
Frame-to-frame coherence and the hidden surface computation: constraints for a convex world
ACM Transactions on Graphics (TOG)
On fast Construction of SAH-based 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
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
Understanding the efficiency of ray traversal on GPUs
Proceedings of the Conference on High Performance Graphics 2009
RACBVHs: Random-Accessible Compressed Bounding Volume Hierarchies
IEEE Transactions on Visualization and Computer Graphics
HLBVH: hierarchical LBVH construction for real-time ray tracing of dynamic geometry
Proceedings of the Conference on High Performance Graphics
Memory-Scalable GPU Spatial Hierarchy Construction
IEEE Transactions on Visualization and Computer Graphics
RDH: ray distribution heuristics for construction of spatial data structures
Proceedings of the 25th Spring Conference on Computer Graphics
Simpler and faster HLBVH with work queues
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
On quality metrics of bounding volume hierarchies
Proceedings of the 5th High-Performance Graphics Conference
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The minimization of traversal cost using surface area heuristic is extensively used to build high quality spatial subdivisions and bounding volume hierarchies for ray tracing. Despite the fair performance of trees built with the cost model, it is known that the underlying assumptions for surface area heuristics are not realistic. In this paper we show how the cost function of the surface area heuristic can be improved on using the assumed visibility of geometric primitives such as triangles. This way the build algorithm utilizes the exact or assumed visibility to construct more efficient BVHs by traversing smaller portion of the hierarchy. We show that by these inexpensive modifications to the cost function we can speed up the ray traversal by approximately 102% on average for path tracing of highly occluded scenes compared to standard surface area heuristics. Moreover, it is also possible to lower the construction time and memory usage by subdividing only those parts of the animated scene through which rays are expected to be traversed.