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dc.contributor.authorIze, Thiagoen_US
dc.contributor.authorWald, Ingoen_US
dc.contributor.authorParker, Steven G.en_US
dc.contributor.editorJean M. Favre and Luis Paulo Santos and Dirk Reinersen_US
dc.date.accessioned2014-01-26T16:36:44Z
dc.date.available2014-01-26T16:36:44Z
dc.date.issued2007en_US
dc.identifier.isbn978-3-905673-50-0en_US
dc.identifier.issn1727-348Xen_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGPGV/EGPGV07/101-108en_US
dc.description.abstractRecent developments have produced several techniques for interactive ray tracing of dynamic scenes. In particular, bounding volume hierarchies (BVHs) are efficient acceleration structures that handle complex triangle distributions and can accommodate deformable scenes by updating (refitting) the bounding primitive without restructuring the entire tree. Unfortunately, updating only the bounding primitive can result in a degradation of the quality of the BVH, and in some scenes will result in a dramatic deterioration of rendering performance. The typical method to avoid this degradation is to rebuild the BVH when a heuristic determines the tree is no longer efficient, but this rebuild results in a disruption of interactive system response. We present a method that removes this gradual decline in performance while enabling consistently fast BVH performance. We accomplish this by asynchronously rebuilding the BVH concurrently with rendering and animation, allowing the BVH to be restructured within a handful of frames.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleAsynchronous BVH Construction for Ray Tracing Dynamic Scenes on Parallel Multi-Core Architecturesen_US
dc.description.seriesinformationEurographics Symposium on Parallel Graphics and Visualizationen_US


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