Adaptive BVH: an evaluation of an efficient shared data structure for interactive simulation

Colin Fowler, Michael J. Doyle, M. Manzke
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引用次数: 1

Abstract

The strive towards realistic simulations at interactive speeds has driven research in both rendering and physical simulation. This heightened realism involves larger data sets and data structures, and comes at a high computational cost. We investigate simulations involving collision detection and real-time ray-tracing and note similarities in the data structures used to accelerate them. Our investigation demonstrates that it is possible to utilize a single Acceleration Data Structure (ADS) for both subsystems of an interactive simulation, even though they benefit from different characteristics. Typically, the collision detection and ray-tracing system build ADSs that satisfy their specific needs. We argue for a shared adaptive ADS that can be optimized for both collision detection and ray-tracing. The collision detection system builds this adaptive ADS and the ray-tracing algorithm uses the same adaptive ADS after the collision detection system has resolved potential collisions, therefore saving memory, execution time and power. The results show that compromises need not be made on build heuristics. Furthermore, the ADS may be optimized for primary and secondary rays and consequently save more memory, execution time and large quantities of power.
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自适应BVH:一种有效的交互式仿真共享数据结构的评估
以交互速度实现逼真模拟的努力推动了渲染和物理模拟的研究。这种增强的现实性涉及更大的数据集和数据结构,并且需要很高的计算成本。我们研究了涉及碰撞检测和实时光线追踪的模拟,并注意到用于加速它们的数据结构的相似性。我们的研究表明,可以为交互仿真的两个子系统使用单一加速数据结构(ADS),即使它们受益于不同的特性。通常,碰撞检测和光线追踪系统建立ads,以满足其特定需求。我们主张一个共享的自适应ADS,可以优化碰撞检测和光线跟踪。碰撞检测系统构建自适应ADS,光线追踪算法在碰撞检测系统解决潜在碰撞后使用相同的自适应ADS,从而节省内存、执行时间和功耗。结果表明,无需在构建启发式上做出妥协。此外,ADS可以针对主射线和次射线进行优化,从而节省更多的内存、执行时间和大量的电源。
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