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dc.contributor.authorGu, Fengen_US
dc.contributor.authorJendersie, Johannesen_US
dc.contributor.authorGrosch, Thorstenen_US
dc.contributor.editorBeck, Fabian and Dachsbacher, Carsten and Sadlo, Filipen_US
dc.date.accessioned2018-10-18T09:33:40Z
dc.date.available2018-10-18T09:33:40Z
dc.date.issued2018
dc.identifier.isbn978-3-03868-072-7
dc.identifier.urihttps://doi.org/10.2312/vmv.20181257
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/vmv20181257
dc.description.abstractMany 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleFast and Dynamic Construction of Bounding Volume Hierarchies Based on Loose Octreesen_US
dc.description.seriesinformationVision, Modeling and Visualization
dc.description.sectionheadersData Structures and Volumes
dc.identifier.doi10.2312/vmv.20181257
dc.identifier.pages89-96


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  • VMV18
    ISBN 978-3-03868-072-7

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