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Fast, parallel, and asynchronous construction of BVHs for ray tracing animated scenes

机译:BVH的快速,并行和异步构造,用于射线追踪动画场景

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摘要

Recent developments have produced several techniques for interactive ray tracing of dynamic scenes. In particular, bounding volume hierarchies (BVHs) are efficient acceleration structures that handle complex triangle distributions and can accommodate deformable scenes by updating (refitting) the bounding primitive without restructuring the entire tree. Unfortunately, updating only the bounding primitive can result in a degradation of the quality of the BVH, and in some scenes will result in a dramatic deterioration of rendering performance. In this paper, we present three different orthogonal techniques to avoid that deterioration: (a) quickly rebuilding the BVH using a fast, binning-based approach; (b) a parallel variant of that build to better exploit the multi-core architecture of modern CPUs; (c) asynchronously rebuilding the BVH concurrently with rendering and animation, allowing it to scale to even larger models by stretching the (parallel) BVH build over one or more frames. Our approach is particularly targeted toward future "many-core" architectures, and allows for flexibly allocating how many cores are used for rebuilding vs. how many are used for rendering.
机译:最近的发展已经产生了用于动态场景的交互式射线追踪的几种技术。特别是,边界体积层次结构(BVH)是有效的加速结构,可处理复杂的三角形分布,并且可以通过更新(重新拟合)边界图元而无需重构整个树来容纳可变形场景。不幸的是,仅更新边界图元会导致BVH的质量下降,并且在某些场景中会导致渲染性能急剧下降。在本文中,我们提出了三种不同的正交技术来避免这种恶化:(a)使用基于分箱的快速方法快速重建BVH; (b)该构建的并行变体,以更好地利用现代CPU的多核体系结构; (c)与渲染和动画同时异步重建BVH,从而可以通过将(并行)BVH构建扩展到一个或多个帧来将其缩放到更大的模型。我们的方法特别针对未来的“多核”体系结构,并允许灵活分配用于重建的内核数量与用于渲染的内核数量。

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