Fast, effective BVH updates for animated scenes

D. Kopta, Thiago Ize, J. Spjut, E. Brunvand, A. Davis, A. Kensler
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引用次数: 56

Abstract

Bounding volume hierarchies (BVHs) are a popular acceleration structure choice for animated scenes rendered with ray tracing. This is due to the relative simplicity of refitting bounding volumes around moving geometry. However, the quality of such a refitted tree can degrade rapidly if objects in the scene deform or rearrange significantly as the animation progresses, resulting in dramatic increases in rendering times and a commensurate reduction in the frame rate. The BVH could be rebuilt on every frame, but this could take significant time. We present a method to efficiently extend refitting for animated scenes with tree rotations, a technique previously proposed for off-line improvement of BVH quality for static scenes. Tree rotations are local restructuring operations which can mitigate the effects that moving primitives have on BVH quality by rearranging nodes in the tree during each refit rather than triggering a full rebuild. The result is a fast, lightweight, incremental update algorithm that requires negligible memory, has minor update times, parallelizes easily, avoids significant degradation in tree quality or the need for rebuilding, and maintains fast rendering times. We show that our method approaches or exceeds the frame rates of other techniques and is consistently among the best options regardless of the animated scene.
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快速,有效的BVH更新动画场景
边界体层次结构(BVHs)是一种流行的加速结构选择,用于用光线追踪渲染动画场景。这是由于围绕移动几何体调整边界体积相对简单。然而,如果场景中的物体随着动画的进展而变形或重新排列,那么这种改装树的质量会迅速下降,从而导致渲染时间的急剧增加和帧率的相应降低。BVH可以在每个帧上重建,但这可能需要花费大量时间。我们提出了一种方法来有效地扩展具有树旋转的动画场景的改装,这是一种先前提出的用于离线改进静态场景BVH质量的技术。树旋转是一种局部重构操作,它可以减轻移动原语对BVH质量的影响,在每次重构期间重新排列树中的节点,而不是触发完整的重构。结果是一个快速、轻量级的增量更新算法,它需要的内存可以忽略不计,更新时间很少,易于并行化,避免了树质量的显著下降或重建的需要,并保持了快速的呈现时间。我们表明,我们的方法接近或超过其他技术的帧率,并且无论动画场景如何,始终是最佳选择之一。
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