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dc.contributor.authorHendrich, Jakuben_US
dc.contributor.authorMeister, Danielen_US
dc.contributor.authorBittner, Jiříen_US
dc.contributor.editorLoic Barthe and Bedrich Benesen_US
dc.date.accessioned2017-04-22T16:27:30Z
dc.date.available2017-04-22T16:27:30Z
dc.date.issued2017
dc.identifier.issn1467-8659
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.13143
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13143
dc.description.abstractWe propose a novel algorithm for construction of bounding volume hierarchies (BVHs) for multi-core CPU architectures. The algorithm constructs the BVH by a divisive top-down approach using a progressively refined cut of an existing auxiliary BVH. We propose a new strategy for refining the cut that significantly reduces the workload of individual steps of BVH construction. Additionally, we propose a new method for integrating spatial splits into the BVH construction algorithm. The auxiliary BVH is constructed using a very fast method such as LBVH based on Morton codes. We show that the method provides a very good trade-off between the build time and ray tracing performance. We evaluated the method within the Embree ray tracing framework and show that it compares favorably with the Embree BVH builders regarding build time while maintaining comparable ray tracing speed.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]
dc.subjectRaytracing
dc.subjectI.3.5 [Computer Graphics]
dc.subjectObject Hierarchies
dc.subjectI.3.7 [Computer Graphics]
dc.subjectThree Dimensional Graphics and Realism
dc.titleParallel BVH Construction using Progressive Hierarchical Refinementen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersGPU and Data Structures
dc.description.volume36
dc.description.number2
dc.identifier.doi10.1111/cgf.13143
dc.identifier.pages487-494


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