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dc.contributor.authorGaranzha, Kirillen_US
dc.date.accessioned2015-02-23T14:56:12Z
dc.date.available2015-02-23T14:56:12Z
dc.date.issued2009en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2009.01497.xen_US
dc.description.abstractIn this paper we present a hybrid algorithm for building the bounding volume hierarchy (BVH) that is used in accelerating ray tracing of animated models. This algorithm precomputes densely packed clusters of triangles on surfaces. Folowing that, a set of clusters is used to rebuild the BVH in every frame. Our approach utilizes the assumption that groups of connected triangles remain connected throughout the course of the animation. We introduce a novel heuristic to create triangle clusters that are designed for high performance ray tracing. This heuristic combines the density of connectivity, geometric size and the shape of the cluster.Our approach accelerates the BVH builder by an order of magnitude rebuilding only the set of clusters that is much smaller than the original set of triangles. The speed-up is achieved against a brute-force BVH builder that repartitions all triangles in every frame of animation without using any pre-clustering. The rendering performance is not affected when a cluster contains a few dozen triangles. We demonstrate the real-time/interactive ray tracing performance for highly-dynamic complex models.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleThe Use of Precomputed Triangle Clusters for Accelerated Ray Tracing in Dynamic Scenesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume28en_US
dc.description.number4en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01497.xen_US
dc.identifier.pages1199-1206en_US


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