SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Realistic ray tracing
Hierarchical face clustering on polygonal surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Texture mapping progressive meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Fast triangle reordering for vertex locality and reduced overdraw
ACM SIGGRAPH 2007 papers
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Real-time Ray Tracing through the Eyes of a Game Developer
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
On fast Construction of SAH-based Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Fast and Lazy Build of Acceleration Structures from Scene Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Faster Ray Packets - Triangle Intersection through Vertex Culling
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
ReduceM: interactive and memory efficient ray tracing of large models
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Ray tracing dynamic scenes using selective restructuring
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Instant ray tracing: the bounding interval hierarchy
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
gkDtree: A group-based parallel update kd-tree for interactive ray tracing
Journal of Systems Architecture: the EUROMICRO Journal
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In this paper we present a hybrid algorithm for building the bounding volume hierarchy (BVH) that is used in accelerating ray tracing of animated models. This algorithm precomputes densely packed clusters of triangles on surfaces. Folowing that, a set of clusters is used to rebuild the BVH in every frame. Our approach utilizes the assumption that groups of connected triangles remain connected throughout the course of the animation. We introduce a novel heuristic to create triangle clusters that are designed for high performance ray tracing. This heuristic combines the density of connectivity, geometric size and the shape of the cluster. Our approach accelerates the BVH builder by an order of magnitude rebuilding only the set of clusters that is much smaller than the original set of triangles. The speed-up is achieved against a 'brute-force' BVH builder that repartitions all triangles in every frame of animation without using any pre-clustering. The rendering performance is not affected when a cluster contains a few dozen triangles. We demonstrate the real-time/interactive ray tracing performance for highly-dynamic complex models.