Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
Heuristics for ray tracing using space subdivision
The Visual Computer: International Journal of Computer Graphics
On fast Construction of SAH-based Bounding Volume Hierarchies
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
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
HLBVH: hierarchical LBVH construction for real-time ray tracing of dynamic geometry
Proceedings of the Conference on High Performance Graphics
Grid-based SAH BVH construction on a GPU
The Visual Computer: International Journal of Computer Graphics - CGI'2011 Conference
Simpler and faster HLBVH with work queues
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Fast Construction of SAH BVHs on the Intel Many Integrated Core (MIC) Architecture
IEEE Transactions on Visualization and Computer Graphics
Fast, effective BVH updates for animated scenes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Maximizing parallelism in the construction of BVHs, octrees, and k-d trees
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
On quality metrics of bounding volume hierarchies
Proceedings of the 5th High-Performance Graphics Conference
Ray tracing and volume rendering large molecular data on multi-core and many-core architectures
UltraVis '13 Proceedings of the 8th International Workshop on Ultrascale Visualization
Efficient virtual shadow maps for many lights
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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We propose a new massively parallel algorithm for constructing high-quality bounding volume hierarchies (BVHs) for ray tracing. The algorithm is based on modifying an existing BVH to improve its quality, and executes in linear time at a rate of almost 40M triangles/sec on NVIDIA GTX Titan. We also propose an improved approach for parallel splitting of triangles prior to tree construction. Averaged over 20 test scenes, the resulting trees offer over 90% of the ray tracing performance of the best offline construction method (SBVH), while previous fast GPU algorithms offer only about 50%. Compared to state-of-the-art, our method offers a significant improvement in the majority of practical workloads that need to construct the BVH for each frame. On the average, it gives the best overall performance when tracing between 7 million and 60 billion rays per frame. This covers most interactive applications, product and architectural design, and even movie rendering.