I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
RPU: a programmable ray processing unit for realtime ray tracing
ACM SIGGRAPH 2005 Papers
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Distributed Interactive Ray Tracing of Dynamic Scenes
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
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
Instant ray tracing: the bounding interval hierarchy
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Parallel path tracing using incoherent path-atom binning
Proceedings of the 24th Spring Conference on Computer Graphics
HLBVH: hierarchical LBVH construction for real-time ray tracing of dynamic geometry
Proceedings of the Conference on High Performance Graphics
Fast, effective BVH updates for animated scenes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
International Journal of High Performance Computing Applications
Ray tracing dynamic scenes using selective restructuring
EGSR'07 Proceedings of the 18th 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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Recent developments have produced several techniques for interactive ray tracing of dynamic scenes. In particular, bounding volume hierarchies (BVHs) are efficient acceleration structures that handle complex triangle distributions and can accommodate deformable scenes by updating (refitting) the bounding primitive without restructuring the entire tree. Unfortunately, updating only the bounding primitive can result in a degradation of the quality of the BVH, and in some scenes will result in a dramatic deterioration of rendering performance. The typical method to avoid this degradation is to rebuild the BVH when a heuristic determines the tree is no longer efficient, but this rebuild results in a disruption of interactive system response. We present a method that removes this gradual decline in performance while enabling consistently fast BVH performance. We accomplish this by asynchronously rebuilding the BVH concurrently with rendering and animation, allowing the BVH to be restructured within a handful of frames.