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
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
Technical Section: Visibility driven BVH build up algorithm for ray tracing
Computers and Graphics
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
SRDH: specializing BVH construction and traversal order using representative shadow ray sets
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Fast parallel construction of high-quality bounding volume hierarchies
Proceedings of the 5th High-Performance Graphics Conference
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The surface area heuristic (SAH) is widely used as a predictor for ray tracing performance, and as a heuristic to guide the construction of spatial acceleration structures. We investigate how well SAH actually predicts ray tracing performance of a bounding volume hierarchy (BVH), observe that this relationship is far from perfect, and then propose two new metrics that together with SAH almost completely explain the measured performance. Our observations shed light on the increasingly common situation that a supposedly good tree construction algorithm produces trees that are slower to trace than expected. We also note that the trees constructed using greedy top-down algorithms are consistently faster to trace than SAH indicates and are also more SIMD-friendly than competing approaches.