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dc.contributor.authorBittner, Jiríen_US
dc.contributor.authorMeister, Danielen_US
dc.contributor.editorOlga Sorkine-Hornung and Michael Wimmeren_US
dc.date.accessioned2015-04-16T07:45:52Z
dc.date.available2015-04-16T07:45:52Z
dc.date.issued2015en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12581en_US
dc.description.abstractWe propose a method for creating a bounding volume hierarchy (BVH) that is optimized for all frames of a given animated scene. The method is based on a novel extension of surface area heuristic to temporal domain (T-SAH). We perform iterative BVH optimization using T-SAH and create a single BVH accounting for scene geometry distribution at different frames of the animation. Having a single optimized BVH for the whole animation makes our method extremely easy to integrate to any application using BVHs, limiting the per-frame overhead only to refitting the bounding volumes.We evaluated the T-SAH optimized BVHs in the scope of real-time GPU ray tracing. We demonstrate, that our method can handle even highly complex inputs with large deformations and significant topology changes. The results show, that in a vast majority of tested scenes our method provides significantly better run-time performance than traditional SAH and also better performance than GPU based per-frame BVH rebuild.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectRaytracingen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectObject Hierarchiesen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.titleT-SAH: Animation Optimized Bounding Volume Hierarchiesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersReal-Time Rendering & Quantizationen_US
dc.description.volume34en_US
dc.description.number2en_US
dc.identifier.doi10.1111/cgf.12581en_US
dc.identifier.pages527-536en_US


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