Rendering geometry with relief textures
GI '06 Proceedings of Graphics Interface 2006
Fast GPU ray tracing of dynamic meshes using geometry images
GI '06 Proceedings of Graphics Interface 2006
Point-Based Graphics
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Parallel view-dependent refinement of progressive meshes
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Early Split Clipping for Bounding Volume Hierarchies
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
Perceptual influence of approximate visibility in indirect illumination
ACM Transactions on Applied Perception (TAP)
Micro-rendering for scalable, parallel final gathering
ACM SIGGRAPH Asia 2009 papers
Efficient sparse voxel octrees
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
PantaRay: fast ray-traced occlusion caching of massive scenes
ACM SIGGRAPH 2010 papers
Two-level ray tracing with reordering for highly complex scenes
Proceedings of Graphics Interface 2010
Parallel SAH k-D tree construction
Proceedings of the Conference on High Performance Graphics
HLBVH: hierarchical LBVH construction for real-time ray tracing of dynamic geometry
Proceedings of the Conference on High Performance Graphics
Analyzing Visibility Configurations
IEEE Transactions on Visualization and Computer Graphics
Simpler and faster HLBVH with work queues
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Shallow bounding volume hierarchies for fast SIMD ray tracing of incoherent rays
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Multi-image based photon tracing for interactive global illumination of dynamic scenes
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
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We present the rasterized bounding volume hierarchy (RBVH), a compact data structure that accelerates approximate ray casting of complex meshes and provides adjustable level of detail. During construction, we identify subtrees of BVHs containing surfaces that can be represented by height fields. For these subtrees the conventional ray-surface intersection, which possibly involves a large number of triangles, is replaced by a simple ray marching procedure to find the intersection with the surface. We describe GPU algorithms for construction, ray casting, and data querying of the RBVH that achieve comparable or higher performance than state of the art acceleration structures for triangle meshes. Moreover, RBVHs provide an inherent surface parameterization for storing data on the surfaces and natively handle triangle and point-based surface representations. We also show that RBVHs support adaptive level-of-detail and can be combined with traditional BVHs to handle complex scenes. © 2012 Wiley Periodicals, Inc.