{"title":"Divide and Conquer Ray Tracing Algorithm Based on BVH Partition","authors":"Wu Zhefu, Yu Hong, Chen Bin","doi":"10.1109/ICVRV.2013.16","DOIUrl":null,"url":null,"abstract":"A new fast divide and conquer ray tracing algorithm based on BVH partition which can remove unnecessary rays in subspace is proposed to resolve the problem that bounding boxes not tightly surround the primitives by space divide scheme which then increased unnecessary rays in subspace. Its core idea is that using Bin based BVH construction algorithm to partition primitives into two parts then distributing primitives and rays into corresponding subspace using stream filter. If the number of rays and primitives which intersect a sub space meet some limit condition, the primitives and rays in the subspace then begin basic ray tracing. A comparison between divide conquer ray tracing algorithm using BVH and using space divide schemes such as Kd-tree, grid shows our method can reduce computing with unnecessary rays in subspace substantially and lead to faster performance significantly.","PeriodicalId":179465,"journal":{"name":"2013 International Conference on Virtual Reality and Visualization","volume":"321 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2013 International Conference on Virtual Reality and Visualization","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICVRV.2013.16","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5
Abstract
A new fast divide and conquer ray tracing algorithm based on BVH partition which can remove unnecessary rays in subspace is proposed to resolve the problem that bounding boxes not tightly surround the primitives by space divide scheme which then increased unnecessary rays in subspace. Its core idea is that using Bin based BVH construction algorithm to partition primitives into two parts then distributing primitives and rays into corresponding subspace using stream filter. If the number of rays and primitives which intersect a sub space meet some limit condition, the primitives and rays in the subspace then begin basic ray tracing. A comparison between divide conquer ray tracing algorithm using BVH and using space divide schemes such as Kd-tree, grid shows our method can reduce computing with unnecessary rays in subspace substantially and lead to faster performance significantly.