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dc.contributor.authorGribble, Christiaanen_US
dc.contributor.editorElmar Eisemann and Eugene Fiumeen_US
dc.date.accessioned2016-06-17T14:12:43Z
dc.date.available2016-06-17T14:12:43Z
dc.date.issued2016en_US
dc.identifier.isbn978-3-03868-019-2en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/sre.20161213en_US
dc.description.abstractWe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputer Graphics [I.3.7]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectRaytracingen_US
dc.subjectComputer Graphics [I.3.7]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectVisible line/surface algorithmsen_US
dc.titleNode Culling Multi-Hit BVH Traversalen_US
dc.description.seriesinformationEurographics Symposium on Rendering - Experimental Ideas & Implementationsen_US
dc.description.sectionheadersAcceleration Techniquesen_US
dc.identifier.doi10.2312/sre.20161213en_US
dc.identifier.pages85-90en_US


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