Node Culling Multi-Hit BVH Traversal
dc.contributor.author | Gribble, Christiaan | en_US |
dc.contributor.editor | Elmar Eisemann and Eugene Fiume | en_US |
dc.date.accessioned | 2016-06-17T14:12:43Z | |
dc.date.available | 2016-06-17T14:12:43Z | |
dc.date.issued | 2016 | en_US |
dc.description.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. | en_US |
dc.description.sectionheaders | Acceleration Techniques | en_US |
dc.description.seriesinformation | Eurographics Symposium on Rendering - Experimental Ideas & Implementations | en_US |
dc.identifier.doi | 10.2312/sre.20161213 | en_US |
dc.identifier.isbn | 978-3-03868-019-2 | en_US |
dc.identifier.issn | 1727-3463 | en_US |
dc.identifier.pages | 85-90 | en_US |
dc.identifier.uri | https://doi.org/10.2312/sre.20161213 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Computer Graphics [I.3.7] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Raytracing | en_US |
dc.subject | Computer Graphics [I.3.7] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Visible line/surface algorithms | en_US |
dc.title | Node Culling Multi-Hit BVH Traversal | en_US |