{"title":"提高kd-tree静态场景光线追踪的时间和空间效率","authors":"Byeongjun Choi, Woong Seo, I. Ihm","doi":"10.1145/2787626.2787658","DOIUrl":null,"url":null,"abstract":"In the ray-tracing community, the surface-area heuristic (SAH) has been employed as a de facto standard strategy for building a high-quality kd-tree. Aiming to improve both time and space efficiency of the conventional SAH-based kd-tree in ray tracing, we propose to use an extended kd-tree representation for which an effective tree-construction algorithm is provided. Our experiments with several test scenes revealed that the presented kd-tree scheme significantly reduced the memory requirement for representing the tree structure, while also increasing the overall frame rate for rendering.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Enhancing time and space efficiency of kd-tree for ray-tracing static scenes\",\"authors\":\"Byeongjun Choi, Woong Seo, I. Ihm\",\"doi\":\"10.1145/2787626.2787658\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In the ray-tracing community, the surface-area heuristic (SAH) has been employed as a de facto standard strategy for building a high-quality kd-tree. Aiming to improve both time and space efficiency of the conventional SAH-based kd-tree in ray tracing, we propose to use an extended kd-tree representation for which an effective tree-construction algorithm is provided. Our experiments with several test scenes revealed that the presented kd-tree scheme significantly reduced the memory requirement for representing the tree structure, while also increasing the overall frame rate for rendering.\",\"PeriodicalId\":269034,\"journal\":{\"name\":\"ACM SIGGRAPH 2015 Posters\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-07-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM SIGGRAPH 2015 Posters\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2787626.2787658\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM SIGGRAPH 2015 Posters","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2787626.2787658","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Enhancing time and space efficiency of kd-tree for ray-tracing static scenes
In the ray-tracing community, the surface-area heuristic (SAH) has been employed as a de facto standard strategy for building a high-quality kd-tree. Aiming to improve both time and space efficiency of the conventional SAH-based kd-tree in ray tracing, we propose to use an extended kd-tree representation for which an effective tree-construction algorithm is provided. Our experiments with several test scenes revealed that the presented kd-tree scheme significantly reduced the memory requirement for representing the tree structure, while also increasing the overall frame rate for rendering.