dc.contributor.author | Gu, Feng | en_US |
dc.contributor.author | Jendersie, Johannes | en_US |
dc.contributor.author | Grosch, Thorsten | en_US |
dc.contributor.editor | Beck, Fabian and Dachsbacher, Carsten and Sadlo, Filip | en_US |
dc.date.accessioned | 2018-10-18T09:33:40Z | |
dc.date.available | 2018-10-18T09:33:40Z | |
dc.date.issued | 2018 | |
dc.identifier.isbn | 978-3-03868-072-7 | |
dc.identifier.uri | https://doi.org/10.2312/vmv.20181257 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/vmv20181257 | |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Fast and Dynamic Construction of Bounding Volume Hierarchies Based on Loose Octrees | en_US |
dc.description.seriesinformation | Vision, Modeling and Visualization | |
dc.description.sectionheaders | Data Structures and Volumes | |
dc.identifier.doi | 10.2312/vmv.20181257 | |
dc.identifier.pages | 89-96 | |