Proceedings of the Conference on High Performance Graphics 2009 2009
DOI: 10.1145/1572769.1572771
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Spatial splits in bounding volume hierarchies

Abstract: Figure 1: Sample scene consisting of roughly 1.9 million triangles (left). Our method (middle) results in a significant reduction of ray shooting costs compared to a regular bounding volume hierarchy (right). The heat views visualize the summed number of traversal steps and primitive intersections for primary rays. AbstractBounding volume hierarchies (BVH) have become a widely used alternative to kD-trees as the acceleration structure of choice in modern ray tracing systems. However, BVHs adapt poorly to nonun… Show more

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Cited by 105 publications
(93 citation statements)
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“…Ernst and Greiner [EG07] suggest to precompute several bounding boxes for each primitive and use them independently during top down construction. More recently, to achieve higher performance Stich et al [SFD09] and Popov et al [PGDS09] suggest to use spatial splits during the BVH construction, hence reintroducing some properties of kd-trees to BVHs.…”
Section: Related Workmentioning
confidence: 99%
“…Ernst and Greiner [EG07] suggest to precompute several bounding boxes for each primitive and use them independently during top down construction. More recently, to achieve higher performance Stich et al [SFD09] and Popov et al [PGDS09] suggest to use spatial splits during the BVH construction, hence reintroducing some properties of kd-trees to BVHs.…”
Section: Related Workmentioning
confidence: 99%
“…For meshes, at the higher level, we use the Hierarchical Linear Bounding Volume Hierarchy (HLBVH) [Pantaleoni and Luebke 2010]. At the lower level, we use the Split Bounding Volume Hierarchy (SBVH) [Stich et al 2009]. The SBVH is able to provide tighter bounding volumes and is more efficient in intersection tests.…”
Section: Constructing Hierarchiesmentioning
confidence: 99%
“…Methods proposed by Dammertz and Keller [7] and Ernst and Greiner [8] recommend splitting triangles to get a better quality data structure. Stich et al [9] and Popov et al [10] proposed variations to BVHs to improve their quality. The construction of Spatial BVH (SBVH) proposed in [9] is considerably higher as an efficient building method is mapped onto GPU is still an issue.…”
Section: Background and Previous Workmentioning
confidence: 99%
“…Stich et al [9] and Popov et al [10] proposed variations to BVHs to improve their quality. The construction of Spatial BVH (SBVH) proposed in [9] is considerably higher as an efficient building method is mapped onto GPU is still an issue. Such a data structure is really good for static scenes but not for scenes with dynamically changing geometry.…”
Section: Background and Previous Workmentioning
confidence: 99%
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