SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Heuristics for ray tracing using space subdivision
The Visual Computer: International Journal of Computer Graphics
Minimal hierarchical collision detection
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Foundations of Multidimensional and Metric Data Structures (The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling)
Fast Lossless Compression of Scientific Floating-Point Data
DCC '06 Proceedings of the Data Compression Conference
R-LODs: fast LOD-based ray tracing of massive models
The Visual Computer: International Journal of Computer Graphics
An interactive out-of-core rendering framework for visualizing massively complex models
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
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
On fast Construction of SAH-based Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Terminating Spatial Hierarchies by A Priori Bounding Memory
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
Spatial splits in bounding volume hierarchies
Proceedings of the Conference on High Performance Graphics 2009
Memory efficient ray tracing with hierarchical mesh quantization
Proceedings of Graphics Interface 2010
Physically Based Rendering, Second Edition: From Theory To Implementation
Physically Based Rendering, Second Edition: From Theory To Implementation
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
Naive ray-tracing: A divide-and-conquer approach
ACM Transactions on Graphics (TOG)
Instant ray tracing: the bounding interval hierarchy
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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We present a new data structure for object space partitioning that can be represented completely implicitly. The bounds of each node in the tree structure are recreated at run-time from the scene objects contained therein. By applying a presorting procedure to the geometry, only a known fraction of the geometry is needed to locate the bounding planes of any node. We evaluate the impact of the implicit bounding plane representation and compare our algorithm to a classic bounding volume hierarchy. Though the representation is completely implicit, we still achieve interactive frame rates on commodity hardware. © 2012 Wiley Periodicals, Inc.