ABSTRACT
In this paper, we present a new method for building high-quality bounding volume hierarchies (BVHs) on manycore systems. Our method is an extension of the current state-of-the-art on GPU BVH construction, Treelet Restructuring Bounding Volume Hierarchy (TRBVH), and consists of optimizing an already existing tree by rearranging subsets of its nodes using a bottom-up agglomerative clustering approach. We implemented our solution for the NVIDIA Kepler architecture using CUDA and tested it on 16 distinct scenes, most of which are commonly used to evaluate the performance of acceleration structures. We show that our implementation is capable of producing trees whose quality is on par with the ones generated by TRBVH for those scenes, while being about 30% faster to do so.
- Aila, T., and Laine, S. 2009. Understanding the efficiency of ray traversal on GPUs. In Proceedings of the High-Performance Graphics Conference, ACM, 145--149. Google Scholar
Digital Library
- Aila, T., Laine, S., and Karras, T. 2012. Understanding the efficiency of ray traversal on GPUs -- Kepler and Fermi addendum. NVIDIA Technical Report NVR-2012-02, NVIDIA Corporation, June.Google Scholar
- Aila, T., Karras, T., and Laine, S. 2013. On quality metrics of bounding volume hierarchies. In Proceedings of the High-Performance Graphics Conference, ACM, 101--107. Google Scholar
Digital Library
- Apetrei, C. 2014. Fast and simple agglomerative LBVH construction. In Computer Graphics and Visual Computing, The Eurographics Association.Google Scholar
- Bittner, J., Hapala, M., and Havran, V. 2013. Fast insertion-based optimization of bounding volume hierarchies. Computer Graphics Forum 32, 1 (Feb.), 85--100.Google Scholar
Cross Ref
- Bittner, J., Hapala, M., and Havran, V. 2015. Incremental BVH construction for ray tracing. Computers & Graphics 47 (Apr.), 135--144.Google Scholar
Digital Library
- Garanzha, K., Pantaleoni, J., and McAllister, D. 2011. Simpler and faster HLBVH with work queues. In Proceedings of the High-Performance Graphics Conference, ACM, 59--64. Google Scholar
Digital Library
- Goldsmith, J., and Salmon, J. 1987. Automatic creation of object hierarchies for ray tracing. IEEE Computer Graphics and Applications 7, 5 (May), 14--20. Google Scholar
Digital Library
- Gu, Y., He, Y., Fatahalian, K., and Blelloch, G. 2013. Efficient BVH construction via approximate agglomerative clustering. In Proceedings of the High-Performance Graphics Conference, ACM, 81--88. Google Scholar
Digital Library
- Gunther, J., Popov, S., Seidel, H.-P., and Slusallek, P. 2007. Realtime ray tracing on GPU with BVH-based packet traversal. In Proceedings of the IEEE Symposium on Interactive Ray Tracing, IEEE Computer Society, 113--118. Google Scholar
Digital Library
- Havran, V., Herzog, R., and Seidel, H.-P. 2006. On the fast construction of spatial hierarchies for ray tracing. In Proceedings of the IEEE Symposium on Interactive Ray Tracing, IEEE Computer Society, 71--80.Google Scholar
- Karras, T., and Aila, T. 2013. Fast parallel construction of high-quality bounding volume hierarchies. In Proceedings of the High-Performance Graphics Conference, ACM, 89--99. Google Scholar
Digital Library
- Karras, T., and Aila, T., 2014. Agglomerative treelet restructuring for bounding volume hierarchies. U.S. Patent Applications Publication No. US20140365529 A1, filed 10/28/2013.Google Scholar
- Karras, T. 2012. Maximizing parallelism in the construction of BVHs, octrees, and K-d trees. In Proceedings of the High-Performance Graphics Conference, Eurographics Association, 33--37. Google Scholar
Digital Library
- Kensler, A. 2008. Tree rotations for improving bounding volume hierarchies. In Proceedings of the IEEE Symposium on Interactive Ray Tracing, IEEE Computer Society, 73--76.Google Scholar
Cross Ref
- Lauterbach, C., Garland, M., Sengupta, S., Luebke, D. P., and Manocha, D. 2009. Fast BVH construction on GPUs. Computer Graphics Forum 28, 2 (Apr.), 375--384.Google Scholar
Cross Ref
- MacDonald, D. J., and Booth, K. S. 1990. Heuristics for ray tracing using space subdivision. The Visual Computer: International Journal of Computer Graphics 6, 3 (May), 153--166. Google Scholar
Digital Library
- Pantaleoni, J., and Luebke, D. 2010. HLBVH: Hierarchical LBVH construction for real-time ray tracing of dynamic geometry. In Proceedings of the High-Performance Graphics Conference, Eurographics Association, 87--95. Google Scholar
Digital Library
- Stich, M., Friedrich, H., and Dietrich, A. 2009. Spatial splits in bounding volume hierarchies. In Proceedings of the High-Performance Graphics Conference, ACM, 7--13. Google Scholar
Digital Library
- Vinkler, M., Havran, V., and Bittner, J. 2014. Bounding volume hierarchies versus kd-trees on contemporary many-core architectures. In Proceedings of the 30th Spring Conference on Computer Graphics, ACM, 29--36. Google Scholar
Digital Library
- Wald, I., Boulos, S., and Shirley, P. 2007. Ray tracing deformable scenes using dynamic bounding volume hierarchies. ACM Transaction on Graphics 26, 1 (Jan.), 1--18. Google Scholar
Digital Library
- Wald, I., Ize, T., and Parker, S. G. 2008. Fast, parallel, and asynchronous construction of BVHs for ray tracing animated scenes. Computers & Graphics 32, 1 (Feb.), 3--13. Google Scholar
Digital Library
- Wald, I. 2007. On fast construction of SAH-based bounding volume hierarchies. In Proceedings of the IEEE Symposium on Interactive Ray Tracing, IEEE Computer Society, 33--40. Google Scholar
Digital Library
- Walter, B., Bala, K., Kulkarni, M., and Pingali, K. 2008. Fast agglomerative clustering for rendering. In Proceedings of the IEEE Symposium on Interactive Ray Tracing, IEEE Computer Society, 81--86.Google Scholar
Index Terms
Bounding volume hierarchy optimization through agglomerative treelet restructuring
Recommendations
Fast parallel construction of high-quality bounding volume hierarchies
HPG '13: Proceedings of the 5th High-Performance Graphics ConferenceWe propose a new massively parallel algorithm for constructing high-quality bounding volume hierarchies (BVHs) for ray tracing. The algorithm is based on modifying an existing BVH to improve its quality, and executes in linear time at a rate of almost ...
Parallel On-Demand Hierarchy Construction on Contemporary GPUs
We present the first parallel on-demand spatial hierarchy construction algorithm targeting ray tracing on many-core processors such as GPUs. The method performs simultaneous ray traversal and spatial hierarchy construction focused on the parts of the data ...
Fast, effective BVH updates for animated scenes
I3D '12: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and GamesBounding volume hierarchies (BVHs) are a popular acceleration structure choice for animated scenes rendered with ray tracing. This is due to the relative simplicity of refitting bounding volumes around moving geometry. However, the quality of such a ...




Comments