This paper proposes an efficient method to extract the geometric characteristics of meshes, to make an assertive choice of an acceleration structure for ray tracing in real-time. This method automatically decides the best acceleration structure type for a specific scene, given the geometric information. This paper describes which geometric characteristics impact directly on performance for different acceleration structures. It also analyzes some metrics as: build time and frame-rate to verify if the selected structure is the most appropriate for a particular geometry. As the performance of acceleration structures varies with different scenes, this method could save much calculation resource by always selecting a structure that maximizes ray tracing performance.
This paper proposes an efficient construction scheme for bounding volume hierarchies based on a complete tree. This construction offers up to 4 faster construction times than binned-surface area heuristic and offers competitive ray traversal performance. The construction is fully parallelized on x86 CPU architectures; it takes advantage of the eight-wide vector units and exploits the advance vector extensions available for current x86 CPU architectures. Additionally, this work presents a clustering algorithm for grouping primitives, which can be computed in linear time O.n/. Furthermore, this construction uses the graphics processing unit to perform intensive operations efficiently.
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