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Grid-based SAH BVH construction on a GPU

机译:在GPU上基于网格的SAH BVH构建

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We present an efficient algorithm for building an adaptive bounding volume hierarchy (BVH) in linear time on commodity graphics hardware using CUDA. BVHs are widely used as an acceleration data structure to quickly ray trace animated polygonal scenes. We accelerate the construction process with auxiliary grids that help us build high quality BVHs with SAH in O(k * n). We partition scene triangles and build a temporary grid structure only once. We also handle non-uniformly tessellated and long/thin triangles that we split into several triangle references with tight bounding box approximations. We make no assumptions on the type of geometry or animation motion. However, our algorithm takes advantage of coherent geometry layout and coherent frame-by-frame motion. We demonstrate the performance and quality of resulting BVHs that are built quickly with good spatial partitioning.
机译:我们提出了一种有效的算法,用于在使用CUDA的商品图形硬件上的线性时间内构建自适应边界体积层次结构(BVH)。 BVH被广泛用作加速数据结构,以快速射线追踪动画的多边形场景。我们使用辅助网格加快了施工过程,这些辅助网格帮助我们使用O(k * n)中的SAH来构建高质量的BVH。我们分割场景三角形并仅构建一次临时网格结构。我们还处理非均匀细分的和长/细的三角形,这些三角形分为紧密边界框近似的几个三角形参考。我们不对几何或动画运动的类型做任何假设。但是,我们的算法利用了连贯的几何布局和连贯的逐帧运动。我们演示了通过良好的空间划分快速构建的BVH的性能和质量。

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