Fast Parallel Construction of High-Quality Bounding Volume Hierarchies
Abstract
We propose a new massively parallel algorithm for constructing high-quality bounding volume hierarchies (BVHs) for ray tracing. The algorithm is based on modifying an existing BVH to improve its quality, and executes in linear time at a rate of almost 40M triangles/ sec on NVIDIA GTX Titan. We also propose an improved approach for parallel splitting of triangles prior to tree construction. Averaged over 20 test scenes, the resulting trees offer over 90% of the ray tracing performance of the best offline construction method (SBVH), while previous fast GPU algorithms offer only about 50%. Compared to state-of-the-art, our method offers a significant improvement in the majority of practical workloads that need to construct the BVH for each frame. On the average, it gives the best overall performance when tracing between 7 million and 60 billion rays per frame. This covers most interactive applications, product and architectural design, and even movie rendering.
BibTeX
@inproceedings {10.1145:2492045.2492055,
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {Kayvon Fatahalian and Christian Theobalt},
title = {{Fast Parallel Construction of High-Quality Bounding Volume Hierarchies}},
author = {Karras, Tero and Aila, Timo},
year = {2013},
publisher = {ACM},
ISSN = {2079-8687},
ISBN = {978-1-4503-2135-8},
DOI = {10.1145/2492045.2492055}
}
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {Kayvon Fatahalian and Christian Theobalt},
title = {{Fast Parallel Construction of High-Quality Bounding Volume Hierarchies}},
author = {Karras, Tero and Aila, Timo},
year = {2013},
publisher = {ACM},
ISSN = {2079-8687},
ISBN = {978-1-4503-2135-8},
DOI = {10.1145/2492045.2492055}
}