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dc.contributor.authorGruenschloß, Leonharden_US
dc.contributor.authorStich, Martinen_US
dc.contributor.authorNawaz, Seheraen_US
dc.contributor.authorKeller, Alexanderen_US
dc.contributor.editorCarsten Dachsbacher and William Mark and Jacopo Pantaleonien_US
dc.date.accessioned2016-02-18T11:01:48Z
dc.date.available2016-02-18T11:01:48Z
dc.date.issued2011en_US
dc.identifier.isbn978-1-4503-0896-0en_US
dc.identifier.issn2079-8687en_US
dc.identifier.urihttp://dx.doi.org/10.1145/2018323.2018334en_US
dc.description.abstractWhen a bounding volume hierarchy is used for accelerating the intersection of rays and scene geometry, one common way to incorporate motion blur is to interpolate node bounding volumes according to the time of the ray. However, such hierarchies typically exhibit large overlap between bounding volumes, which results in an inefficient traversal. This work builds upon the concept of spatially partitioning nodes during tree construction in order to reduce overlap in the presence of moving objects. The resulting hierarchies are often significantly cheaper to traverse than those generated by classic approaches.en_US
dc.publisherACMen_US
dc.subjectI.3.7 [Computing Methodologies]en_US
dc.subjectComputerGraphics Three Dimensional Graphics and Realismen_US
dc.subjectRay tracingen_US
dc.subjectbounding volume hierarchiesen_US
dc.subjectmotionblur.en_US
dc.titleMSBVH: An Efficient Acceleration Data Structure for Ray Traced Motion Bluren_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US
dc.description.sectionheadersAcceleration Structuresen_US
dc.identifier.doi10.1145/2018323.2018334en_US
dc.identifier.pages65-70en_US


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