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dc.contributor.authorMeister, Danielen_US
dc.contributor.authorOgaki, Shinjien_US
dc.contributor.authorBenthin, Carstenen_US
dc.contributor.authorDoyle, Michael J.en_US
dc.contributor.authorGuthe, Michaelen_US
dc.contributor.authorBittner, Jiríen_US
dc.contributor.editorBühler, Katja and Rushmeier, Hollyen_US
dc.date.accessioned2021-04-09T08:41:58Z
dc.date.available2021-04-09T08:41:58Z
dc.date.issued2021
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.142662
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf142662
dc.description.abstractRay tracing is an inherent part of photorealistic image synthesis algorithms. The problem of ray tracing is to find the nearest intersection with a given ray and scene. Although this geometric operation is relatively simple, in practice, we have to evaluate billions of such operations as the scene consists of millions of primitives, and the image synthesis algorithms require a high number of samples to provide a plausible result. Thus, scene primitives are commonly arranged in spatial data structures to accelerate the search. In the last two decades, the bounding volume hierarchy (BVH) has become the de facto standard acceleration data structure for ray tracing-based rendering algorithms in offline and recently also in real-time applications. In this report, we review the basic principles of bounding volume hierarchies as well as advanced state of the art methods with a focus on the construction and traversal. Furthermore, we discuss industrial frameworks, specialized hardware architectures, other applications of bounding volume hierarchies, best practices, and related open problems.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectRay tracing
dc.subjectVisibility
dc.subjectMassively parallel algorithms
dc.subjectTheory of computation
dc.subjectComputational geometry
dc.subjectMassively parallel algorithms
dc.subjectSorting and searching
dc.titleA Survey on Bounding Volume Hierarchies for Ray Tracingen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersState of the Art Reports
dc.description.volume40
dc.description.number2
dc.identifier.doi10.1111/cgf.142662
dc.identifier.pages683-712
dc.description.documenttypestar


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