Node Culling Multi-Hit BVH Traversal
Abstract
We introduce node culling multi-hit BVH traversal to enable faster multi-hit ray tracing in a bounding volume hierarchy (BVH). Existing, widely used ray tracing engines expose API features that enable implementation of multi-hit traversal without modifying their underlying-and highly optimized-BVH construction and traversal routines; however, this approach requires naive multi-hit traversal to guarantee correctness. We evaluate two low-overhead, minimally invasive, and flexible API mechanisms that enable node culling implementation entirely with user-level code, thereby leveraging existing BVH construction and traversal routines. Results show that node culling offers potentially significant improvement in multi-hit performance in a BVH for cases in which users request fewer-than-all hits.
BibTeX
@inproceedings {10.2312:sre.20161213,
booktitle = {Eurographics Symposium on Rendering - Experimental Ideas & Implementations},
editor = {Elmar Eisemann and Eugene Fiume},
title = {{Node Culling Multi-Hit BVH Traversal}},
author = {Gribble, Christiaan},
year = {2016},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {978-3-03868-019-2},
DOI = {10.2312/sre.20161213}
}
booktitle = {Eurographics Symposium on Rendering - Experimental Ideas & Implementations},
editor = {Elmar Eisemann and Eugene Fiume},
title = {{Node Culling Multi-Hit BVH Traversal}},
author = {Gribble, Christiaan},
year = {2016},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {978-3-03868-019-2},
DOI = {10.2312/sre.20161213}
}