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dc.contributor.authorGu, Yanen_US
dc.contributor.authorHe, Yongen_US
dc.contributor.authorFatahalian, Kayvonen_US
dc.contributor.authorBlelloch, Guyen_US
dc.contributor.editorKayvon Fatahalian and Christian Theobalten_US
dc.date.accessioned2016-02-18T11:23:04Z
dc.date.available2016-02-18T11:23:04Z
dc.date.issued2013en_US
dc.identifier.isbn978-1-4503-2135-8en_US
dc.identifier.issn2079-8687en_US
dc.identifier.urihttp://dx.doi.org/10.1145/2492045.2492054en_US
dc.description.abstractWe introduce Approximate Agglomerative Clustering (AAC), an efficient, easily parallelizable algorithm for generating high-quality bounding volume hierarchies using agglomerative clustering. The main idea of AAC is to compute an approximation to the true greedy agglomerative clustering solution by restricting the set of candidates inspected when identifying neighboring geometry in the scene. The result is a simple algorithm that often produces higher quality hierarchies (in terms of subsequent ray tracing cost) than a full sweep SAH build yet executes in less time than the widely used top-down, approximate SAH build algorithm based on binning.en_US
dc.publisherACMen_US
dc.subjectCR Categoriesen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectRaytracingen_US
dc.subjectKeywordsen_US
dc.subjectRay tracingen_US
dc.subjectboundingen_US
dc.subjectvolume hierarchyen_US
dc.subjectagglomerative clusteringen_US
dc.titleEfficient BVH Construction via Approximate Agglomerative Clusteringen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US
dc.description.sectionheadersBuilding Acceleration Structures for Ray Tracingen_US
dc.identifier.doi10.1145/2492045.2492054en_US
dc.identifier.pages81-88en_US


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