Fast and Dynamic Construction of Bounding Volume Hierarchies Based on Loose Octrees
Abstract
Many fast methods for constructing BVHs on the GPU only use the centroids of primitive bounding boxes and ignore the actual spatial extent of each primitive. We present a fast new way and a memory-efficient implementation to build a BVH from a loose octree for real-time ray tracing on fully dynamic scenes. Our memory-efficient implementation is an in-place method and generalizes the state-of-the-art parallel construction for LBVH to build the BVH from nodes of different levels.
BibTeX
@inproceedings {10.2312:vmv.20181257,
booktitle = {Vision, Modeling and Visualization},
editor = {Beck, Fabian and Dachsbacher, Carsten and Sadlo, Filip},
title = {{Fast and Dynamic Construction of Bounding Volume Hierarchies Based on Loose Octrees}},
author = {Gu, Feng and Jendersie, Johannes and Grosch, Thorsten},
year = {2018},
publisher = {The Eurographics Association},
ISBN = {978-3-03868-072-7},
DOI = {10.2312/vmv.20181257}
}
booktitle = {Vision, Modeling and Visualization},
editor = {Beck, Fabian and Dachsbacher, Carsten and Sadlo, Filip},
title = {{Fast and Dynamic Construction of Bounding Volume Hierarchies Based on Loose Octrees}},
author = {Gu, Feng and Jendersie, Johannes and Grosch, Thorsten},
year = {2018},
publisher = {The Eurographics Association},
ISBN = {978-3-03868-072-7},
DOI = {10.2312/vmv.20181257}
}