A Linear Time BVH Construction Algorithm for Sparse Volumes

Stefan Zellmann, M. Hellmann, U. Lang
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引用次数: 18

Abstract

While fast spatial index construction for triangle meshes has gained a lot of attention from the research community in recent years, fast tree construction algorithms for volume data are still rare and usually do not focus on real-time processing. We propose a linear time bounding volume hierarchy construction algorithm based on a popular method for surface ray tracing of triangle meshes that we adapt for direct volume rendering with sparse volumes. We aim at interactive to real-time construction rates and evaluate our algorithm using a GPU implementation.
稀疏体的线性时间BVH构造算法
近年来,针对三角形网格的快速空间索引构建得到了研究界的广泛关注,但针对体数据的快速树构建算法尚不多见,且通常不注重实时处理。我们提出了一种基于流行的三角形网格表面光线追踪方法的线性时间边界体层次构建算法,该算法适用于稀疏体的直接体绘制。我们的目标是交互式到实时的构建率,并使用GPU实现评估我们的算法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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