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dc.contributor.authorHendrich, Jakuben_US
dc.contributor.authorPospíšil, Adamen_US
dc.contributor.authorMeister, Danielen_US
dc.contributor.authorBittner, Jiříen_US
dc.contributor.editorBoubekeur, Tamy and Sen, Pradeepen_US
dc.date.accessioned2019-07-14T19:24:11Z
dc.date.available2019-07-14T19:24:11Z
dc.date.issued2019
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13769
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13769
dc.description.abstractFor ray tracing based methods, traversing a hierarchical acceleration data structure takes up a substantial portion of the total rendering time. We propose an additional data structure which cuts off large parts of the hierarchical traversal. We use the idea of ray classification combined with the hierarchical scene representation provided by a bounding volume hierarchy. We precompute short arrays of indices to subtrees inside the hierarchy and use them to initiate the traversal for a given ray class. This arrangement is compact enough to be cache-friendly, preventing the method from negating its traversal gains by excessive memory traffic. The method is easy to use with existing renderers which we demonstrate by integrating it to the PBRT renderer. The proposed technique reduces the number of traversal steps by 42% on average, saving around 15% of time of finding ray-scene intersection on average.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.titleRay Classification for Accelerated BVH Traversalen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersHigh Performance Rendering
dc.description.volume38
dc.description.number4
dc.identifier.doi10.1111/cgf.13769
dc.identifier.pages49-56


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  • 38-Issue 4
    Rendering 2019 - Symposium Proceedings

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