{"title":"硬件加速了基于sah的边界体层次结构的构建,用于交互式光线跟踪","authors":"Michael J. Doyle, Colin Fowler, M. Manzke","doi":"10.1145/2159616.2159655","DOIUrl":null,"url":null,"abstract":"The ray tracing algorithm is known primarily for producing highly realistic images, but also for its high computational cost. Perhaps the most effective method for accelerating ray tracing is through the use of spatial index structures, such as kd-trees and bounding volume hierarchies. In highly dynamic scenarios, these structures must be rebuilt frequently, constituting a considerable portion of the total time to image.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"68 1","pages":"209"},"PeriodicalIF":0.0000,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Hardware accelerated construction of SAH-based bounding volume hierarchies for interactive ray tracing\",\"authors\":\"Michael J. Doyle, Colin Fowler, M. Manzke\",\"doi\":\"10.1145/2159616.2159655\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The ray tracing algorithm is known primarily for producing highly realistic images, but also for its high computational cost. Perhaps the most effective method for accelerating ray tracing is through the use of spatial index structures, such as kd-trees and bounding volume hierarchies. In highly dynamic scenarios, these structures must be rebuilt frequently, constituting a considerable portion of the total time to image.\",\"PeriodicalId\":91160,\"journal\":{\"name\":\"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games\",\"volume\":\"68 1\",\"pages\":\"209\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2012-03-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2159616.2159655\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2159616.2159655","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Hardware accelerated construction of SAH-based bounding volume hierarchies for interactive ray tracing
The ray tracing algorithm is known primarily for producing highly realistic images, but also for its high computational cost. Perhaps the most effective method for accelerating ray tracing is through the use of spatial index structures, such as kd-trees and bounding volume hierarchies. In highly dynamic scenarios, these structures must be rebuilt frequently, constituting a considerable portion of the total time to image.