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SLUSALLEK P.: Object Partitioning Considered Harmful: Space Subdivision for BVHs
- In Proceedings of the Conference on High Performance Graphics 2009
, 2009
"... A major factor for the efficiency of ray tracing is the use of good acceleration structures. Recently, bounding volume hierarchies (BVHs) have become the preferred acceleration structures, due to their competitive performance and greater flexibility compared to KD trees. In this paper, we present a ..."
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Cited by 11 (0 self)
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A major factor for the efficiency of ray tracing is the use of good acceleration structures. Recently, bounding volume hierarchies (BVHs) have become the preferred acceleration structures, due to their competitive performance and greater flexibility compared to KD trees. In this paper, we present a study on algorithms for the construction of optimal BVHs. Due to the exponential nature of the problem, constructing optimal BVHs for ray tracing remains an open topic. By exploiting the lin-earity of the surface area heuristic (SAH), we develop an algorithm that can find optimal partitions in polynomial time. We further gen-eralize this algorithm and show that every SAH-based KD tree or BVH construction algorithm is a special case of the generic algo-rithm. Based on a number of experiments with the generic algorithm, we conclude that the assumption of non-terminating rays in the surface area cost model becomes a major obstacle for using the full po-tential of BVHs. We also observe that enforcing space subdivision helps to improve BVH performance. Finally, we develop a simple space partitioning algorithm for building efficient BVHs.
Fast Parallel Construction of High-Quality Bounding Volume Hierarchies
- In Proceedings of HPG 2013, ACM SIGGRAPH/Eurographics
"... 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 tri-angles/sec on NVIDIA GTX Titan. We also ..."
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Cited by 8 (1 self)
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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 tri-angles/sec on NVIDIA GTX Titan. We also propose an improved approach for parallel splitting of triangles prior to tree construc-tion. 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 sig-nificant 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.
Embree: A Kernel Framework for Efficient CPU Ray Tracing
"... Figure 1: Images produced by renderers which use the open source Embree ray tracing kernels. These scenes are computationally challenging due to complex geometry and spatially incoherent secondary rays. From left to right: The White Room model by Jay Hardy rendered in Autodesk RapidRT, a car model r ..."
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Cited by 6 (1 self)
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Figure 1: Images produced by renderers which use the open source Embree ray tracing kernels. These scenes are computationally challenging due to complex geometry and spatially incoherent secondary rays. From left to right: The White Room model by Jay Hardy rendered in Autodesk RapidRT, a car model rendered in the Embree path tracer, a scene from the DreamWorks Animation movie “Peabody & Sherman” rendered with a prototype path tracer, and the Imperial Crown of Austria model by Martin Lubich rendered in the Embree path tracer. We describe Embree, an open source ray tracing framework for x86 CPUs. Embree is explicitly designed to achieve high performance in professional rendering environments in which complex geometry and incoherent ray distributions are common. Embree consists of a set of low-level kernels that maximize utilization of modern CPU architectures, and an API which enables these kernels to be used in existing renderers with minimal programmer effort. In this paper, we describe the design goals and software architecture of Embree, and show that for secondary rays in particular, the performance of Embree is competitive with (and often higher than) existing state-of-the-art methods on CPUs and GPUs.
S.: On quality metrics of bounding volume hierarchies
- In Proc. High-Performance Graphics
, 2013
"... 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 ac-tually predicts ray tracing performance of a bounding volume hier-archy (BVH), observe that this ..."
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Cited by 3 (0 self)
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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 ac-tually predicts ray tracing performance of a bounding volume hier-archy (BVH), observe that this relationship is far from perfect, and then propose two new metrics that together with SAH almost com-pletely 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 indi-cates and are also more SIMD-friendly than competing approaches.
Fast, Effective BVH Updates for Animated Scenes
"... Bounding volume hierarchies (BVHs) are a popular acceleration structure choice for animated scenes rendered with ray tracing. This is due to the relative simplicity of refitting bounding volumes around moving geometry. However, the quality of such a refitted tree can degrade rapidly if objects in th ..."
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Cited by 2 (0 self)
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Bounding volume hierarchies (BVHs) are a popular acceleration structure choice for animated scenes rendered with ray tracing. This is due to the relative simplicity of refitting bounding volumes around moving geometry. However, the quality of such a refitted tree can degrade rapidly if objects in the scene deform or rearrange significantly as the animation progresses, resulting in dramatic increases in rendering times and a commensurate reduction in the frame rate. The BVH could be rebuilt on every frame, but this could take significant time. We present a method to efficiently extend refitting for animated scenes with tree rotations, a technique previously proposed for off-line improvement of BVH quality for static scenes. Tree rotations are local restructuring operations which can mitigate the effects that moving primitives have on BVH quality by rearranging nodes in the tree during each refit rather than triggering a full rebuild. The result is a fast, lightweight, incremental update algorithm that requires negligible memory, has minor update times, parallelizes easily, avoids significant degradation in tree quality or the need for rebuilding, and maintains fast rendering times. We show that our method approaches or exceeds the frame rates of other techniques and is consistently among the best options regardless of the animated scene.
Fast effective bvh updates for dynamic ray-traced scenes using tree rotations
, 2011
"... Bounding volume hierarchies are a popular choice for ray tracing animated scenes due to the relative simplicity of refitting bounding volumes around moving geometry. However, the quality of such a refitted tree can degrade rapidly if objects in the scene deform or rearrange significantly as the anim ..."
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Cited by 1 (0 self)
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Bounding volume hierarchies are a popular choice for ray tracing animated scenes due to the relative simplicity of refitting bounding volumes around moving geometry. However, the quality of such a refitted tree can degrade rapidly if objects in the scene deform or rearrange significantly as the animation progresses, resulting in dramatic increases in rendering times. Existing solutions involve oc-casional or heuristically triggered rebuilds of the BVH to reduce this effect. In this work, we describe how to efficiently extend refitting with local restructuring operations called tree rotations which can mitigate the effects that moving primitives have on BVH quality by rearranging nodes in the tree during each refit rather than triggering a full rebuild. The result is a fast, lightweight, incremental update algorithm that requires negligible memory, has minor update times and parallelizes easily, yet avoids significant degradation in tree quality or the need for rebuilding while maintaining fast rendering times. We show that our method approaches or exceeds the frame rates of other techniques and is consistently among the best options regardless of the animation scene.
1 Visibility Driven BVH Build Up Algorithm for Ray Tracing
"... This is the preprint/preliminary version of the arti-cle that was accepted on February 20th, 2012 to the journal Computers & Graphics published by Elsevier. This preliminary version can be used in accordance to ..."
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This is the preprint/preliminary version of the arti-cle that was accepted on February 20th, 2012 to the journal Computers & Graphics published by Elsevier. This preliminary version can be used in accordance to
Ray Specialized Contraction on Bounding Volume Hierarchies
"... In this paper we propose a simple but effective method to modify a BVH based on ray distribution for improved ray tracing performance. Our method starts with an initial BVH generated by any state-of-the-art offline algorithm. Then by traversing a small set of sample rays we collect statistics at eac ..."
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In this paper we propose a simple but effective method to modify a BVH based on ray distribution for improved ray tracing performance. Our method starts with an initial BVH generated by any state-of-the-art offline algorithm. Then by traversing a small set of sample rays we collect statistics at each node of the BVH. Finally, a simple but ultra-fast BVH contraction algorithm modifies the initial binary BVH to a multi-way BVH. The overall acceleration for ray-primitive testing is about 25 % for incoherent diffuse rays and 30 % for shadow rays, which is significant as a data structure optimization. Similar results are also presented for packet ray tracing, and for Quad-BVHs the improvement is 10 % to 15%. The approach has the advantages of being simple, and compatible with almost any existing BVH and ray tracing techniques, and it require very little extra work to generate the modified tree.