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Efficient construction of bounding volume hierarchies into a complete octree for ray tracing

Olivares, Ulises ; Rodríguez, Héctor G. ; García, Arturo ; Ramos, Félix F.

Computer animation and virtual worlds, 2016-05, Vol.27 (3-4), p.358-368 [Periódico revisado por pares]

Chichester: Blackwell Publishing Ltd

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  • Título:
    Efficient construction of bounding volume hierarchies into a complete octree for ray tracing
  • Autor: Olivares, Ulises ; Rodríguez, Héctor G. ; García, Arturo ; Ramos, Félix F.
  • Assuntos: Architecture ; binary partition ; Central processing units ; Computation ; Construction ; dynamic scenes ; Hierarchies ; Mathematical analysis ; octree ; Ray tracing ; Ray traversal ; SIMD extensions ; Vectors (mathematics)
  • É parte de: Computer animation and virtual worlds, 2016-05, Vol.27 (3-4), p.358-368
  • Notas: istex:41B3995BF6042D47DC2DD524800A7A6B7F7E53DB
    Consejo Nacional de Ciencia y Tecnología
    Laboratorio Nacional de Análisis y Síntesis Ecológica - No. U-3-2015-2-250996
    ark:/67375/WNG-FZFM45DT-V
    ArticleID:CAV1716
    ObjectType-Article-1
    SourceType-Scholarly Journals-1
    ObjectType-Feature-2
    content type line 23
  • Descrição: This paper proposes an efficient construction scheme for bounding volume hierarchies based on a complete tree. This construction offers up to 4× faster construction times than binned‐surface area heuristic and offers competitive ray traversal performance. The construction is fully parallelized on x86 CPU architectures; it takes advantage of the eight‐wide vector units and exploits the advance vector extensions available for current x86 CPU architectures. Additionally, this work presents a clustering algorithm for grouping primitives, which can be computed in linear time O(n). Furthermore, this construction uses the graphics processing unit to perform intensive operations efficiently. Copyright © 2016 John Wiley & Sons, Ltd. This paper proposes an efficient construction scheme for bounding volume hierarchies based on a complete tree. This construction offers up to 4× faster construction times than binned‐surface area hejristics and offers competitive ray traversal performance. The construction is fully parallelized on x86 CPU architectures, it takes advantage of the eight‐wide vector units and exploits the advance vector extensions 2 available for current x86 CPU architectures. Additionally, this work presents a clustering algorithm for grouping primitives that can be computed in linear time.
  • Editor: Chichester: Blackwell Publishing Ltd
  • Idioma: Inglês

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