{"title":"Ray Tracing with Shared-Plane Bounding Volume Hierarchies","authors":"M. Ernst, Sven Woop","doi":"10.1080/2151237X.2011.563675","DOIUrl":null,"url":null,"abstract":"Abstract We present a representation of an axis-aligned bounding volume hierarchy (BVH) for ray tracing that removes redundant bounding information from the data structure. The observation that two children of a binary BVH node share at least six planes with their parent node leads to two possible optimizations: (a) the size of the data structure can be optimized by storing six floats instead of 12 for the bounds of the two children, and (b) the box-intersection code can be optimized by avoiding the reintersection with shared planes. These optimizations reduce memory consumption of the hierarchy by 37.5 percent with only a marginal impact on ray-shooting performance.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"191 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"8","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Graphics, GPU, and Game Tools","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/2151237X.2011.563675","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 8
Abstract
Abstract We present a representation of an axis-aligned bounding volume hierarchy (BVH) for ray tracing that removes redundant bounding information from the data structure. The observation that two children of a binary BVH node share at least six planes with their parent node leads to two possible optimizations: (a) the size of the data structure can be optimized by storing six floats instead of 12 for the bounds of the two children, and (b) the box-intersection code can be optimized by avoiding the reintersection with shared planes. These optimizations reduce memory consumption of the hierarchy by 37.5 percent with only a marginal impact on ray-shooting performance.